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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