You're not doing anything particularly wrong. There is nothing that locks the parameters that are ICE driven. It's weird and annoying. Don't touch them or you'll be asking for funkyness.
Your tree looks fine and is correct so to speak, but you may wanna use the "Add Constraints" compound and work off "Constrain Pose" for your custom constraint base. All those compounds do is write the old kine in self.__TmpConstraintPose then set self.kine.global. For some reason it's a bit more stable that way. Don't know why. On Tue, Feb 5, 2013 at 9:09 PM, Jeremie Passerin <[email protected]>wrote: > It's been a while since I tried to do stuff on kinematics with ICE and I > thought I would give it another shot. > > Just a quick test, I'm using the UV to Location to recreate a surface > constraint and I plug that in the global kinematics of a null. > It behaves properly. > > Then I go check the Global Kinematics of my null, just to see if they are > locked or anything. Nope... they don't seem to be locked and I can > even manipulate them. It's acting crazy though. > And now my simple ICE setup isn't working properly anymore... instead of > that I have a null moving all over the place every time I changed a UV > value. > > So first question. Am I doing something wrong ? See attached ice tree > and then, who's using ICE kinematics in Rigging ? Was it successful ? > > Jeremie > >

