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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 to IPhysiqueExport.
  • Create a modifier context export interface (IPhyContextExport) by calling IPhysiqueExport::GetContextInterface() given the original node. Remember several Objects may share a given modifier.
  • From IPhyContextExport you 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 using dynamic_cast<T> where T is the type you wish to cast to, and comparing the result with NULL.

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