Never mind, groups work now.

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Sam
Sent: Wednesday, March 27, 2013 10:26 AM
To: [email protected]
Subject: RE: Moving objects using ICE and raycast?

 

Thanks guys.  Using Get Data was the problem. I was just trying to plug the
location into the SRT. I tried to create a group of the objects I want to
raycast on and I couldn't get it to work, so I had to create a new raycast
for each object. Is there a way to get this to work on a group of objects?
It would really simplify things and make it easier to add or remove objects
from the scene.

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Eric Thivierge
Sent: Wednesday, March 27, 2013 8:52 AM
To: [email protected]
Subject: Re: Moving objects using ICE and raycast?

 

Well locations contain tons of information about the "location" which is
being returned. If you raycast onto a polymesh you'll have a bunch of
information within that location you can use. One of which is
"pointposition" which you can plug into the translation of the matrix node.
If you plug the location output into a get data node you can then explore
and see all the available attributes you can use from that location.

Since you're dealing with particles, yes you should be using a simulated ICE
Tree and can use the "Add Point" node to create particles at each frame.

Raycast[Location] > Get Data[Point Position] > Add Point[positions]




--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

 

On Wed, Mar 27, 2013 at 11:36 AM, Sam <[email protected]> wrote:

I'm not sure that would work with what I'm trying to do. What I was thinking
was sort of a laser effect. I can move or rotate my null to aim it at
objects and it would leave a trail of particles behind which I will then
emit more particles from for smoke. My biggest problem is figuring out which
nodes I need to use to make it work. For example, raycast gives me a
location, but I cannot plug that into the translation on the SRT to matrix
node. So, once again I am stuck. This is what gets me stuck 99% of the time
with ICE. I know it's possible, but I can spend hours trying to figure out
something that seems like it should be very simple. It would be great if Ice
could be a little smarter about things like this.

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Alan Fregtman
Sent: Wednesday, March 27, 2013 7:00 AM
To: XSI Mailing List
Subject: Re: Moving objects using ICE and raycast?

 

Or you know... select your null, go to the ICE module, (below the Kinematics
label) go to Constrain->to Closest Surface and pick your mesh.

 

:)

 

 

 

On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge <[email protected]>
wrote:

You don't need to use a simulated tree to do this.

You'll need to set the kine.global of the object with a matrix which you can
build from an SRT to Matrix node. Feed your position from your raycast into
the translation of the SRT to Matrix node.




--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

 

On Tue, Mar 26, 2013 at 10:41 PM, Sam <[email protected]> wrote:

First off, this is just a learning exercise, not an actual project. I'm
trying to set up an ice tree where I'm using a null to get a location on
another mesh (raycast) and then move an object along that mesh. I can get
the position on the mesh just fine, but I'm having trouble moving the
object. I can seem to set the object position through ICE, but I'm sure it
should be possible. Also I'm not completely sure how I would move the object
along the position. What I'm doing now is just getting the positions per
frame, but I'm not sure this would be the best way because I'm not sure this
will work correctly with motion blur. I thought about using the points to
create a curve and then moving the objects along the curve, but I'm not sure
this is completely possible to do through ICE. Any help is appreciated.

 

 

 

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