Alan is right, the parameters wont be locked.

Also in 2013 there seem to be 2 UV to Location Nodes,

One is a conversion and the other is a geometry query

If I use the geometry query one it wont actually update my UV location at
all.

If i use the conversion one it works properly

Its working fine on this end as long as I dont touch the global kinematics
after the ICE tree starts driving it


On Wed, Feb 6, 2013 at 10:17 AM, Alan Fregtman <[email protected]>wrote:

> 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
>>
>>
>

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