Accessing Physique Vertex Assignments
To access the physique vertex assignments from a node associated with a physique modifier you must:
- Find the physique modifier within the Max scene (see the topic Finding a Physique Modifier)
- Call the physique modifier's
Animatable::GetInterface()method to retrieve a pointer toIPhysiqueExport. - Create a modifier context export interface (
IPhyContextExport) by callingIPhysiqueExport::GetContextInterface()given the original node. Remember several Objects may share a given modifier. - From
IPhyContextExportyou can create a vertex export interface (IPhyVertexExport) for each vertex. - The vertex export interface (
IPhyVertexExport) will be an instance of one of the following types:IPhyBlendedRigidVertex,IPhyDeformableOffsetVertex,IPhyFloatingVertex,IPhyRigidVertex. You can query what the actual type is by usingdynamic_cast<T> where T is the type you wish to cast to, and comparing the result withNULL.
