Yup, I've had workarounds for the weight map ICE Tree thing for a long
time, which is why I'm not so annoyed by it. But so far, no good workaround
for the Static Kinematic State issue.


On Fri, Jun 29, 2012 at 6:15 PM, Alan Fregtman <[email protected]>wrote:

> Second thing sounds like a bug, but for the first thing:
> If you know beforehand you'll potentially want to freeze the weightmaps,
> the trick is to store your weightmap data to a custom attribute, then with
> a second icetree *on the weightmap* (just select the map when creating the
> icetree) then you can read your custom attribute and set the weightmap data.
>
> This way if you freeze the weightmap, it will freeze that icetree inside
> it and not the first, so your other effects are safe. :)
>
>
> On Fri, Jun 29, 2012 at 6:06 PM, Bradley Gabe <[email protected]> wrote:
>
>> When a weight map's weight values are being driven by an ICE Tree if you
>> freeze the weight map, it ends up removing that ICE Operator. It would be
>> nice if it didn't do this, because maybe I needed that ICE Tree for other
>> effects, but it's okay because I can understand why that ICE Tree might
>> have to go away in order to freeze the weight map.
>>
>> What makes less sense to me is what happens with custom Static Kinematic
>> State nodes.
>> If I create a custom Static Kinematic State node and then access it in an
>> ICE Tree, freezing that ICE Tree will result in that Static Kinematic State
>> node disappearing. In this case, the property node is feeding the ICE Tree,
>> not vice versa, so deleting it doesn't make sense.
>>
>> Any chance this might be a bug rather than a feature?
>>
>> -Bradley
>>
>
>

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