The position returned from the location is local with respect to the object with the tree. In this case, that's the null that you are driving which is why you are getting strange behaviour. It's much better to put the tree on a rig null and leave that at the origin.
BTW the reason that Add Constraints writes to a temp value is that you can only set kine.global once per object per tree. Using a temp value lets you stack up constraints in the same tree. gray From: [email protected] [mailto:[email protected]] On Behalf Of Eric Thivierge Sent: Tuesday, February 05, 2013 09:29 PM To: [email protected] Subject: Re: ICE Kinematics Yeah i think it's because the transform space can't be calculated accurately if you're working in the one you're driving as well. Like a dependency cycle. -------------------------------------------- Eric Thivierge http://www.ethivierge.com On Tue, Feb 5, 2013 at 9:25 PM, Jack Kao <[email protected]<mailto:[email protected]>> wrote: In my experience, if I am setting an object(null)'s transforms via ICE, I had to create the ICE tree on a separate/different object. Then, everything would work as expected, null's transform properly locked and all. I am guessing in your example you created the ICE tree on the null you are trying to manipulate? From: [email protected]<mailto:[email protected]> [mailto:[email protected]<mailto:[email protected]>] On Behalf Of Jeremie Passerin Sent: Wednesday, February 06, 2013 11:10 AM To: softimage Subject: ICE Kinematics 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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