I'd recommend setting the weightmap weights to a custom attribute, and
using locations (Get Closest Location, Index/ID To Location, etc.)  to get
the value of said attribute.

When you fetch from a location it usually adapts or interpolates to the
correct context. If you show an example of what you're trying to do it'll
be easier to help you.





On Tue, May 7, 2013 at 11:44 AM, Morten Bartholdy <[email protected]>wrote:

> **
>
>  I have something sort of working atm, but still need to control the
> scaling dynamically. I tried painting a weightmap on the base geometry and
> accessing that in the ICE tree in order to multiply parameters, but run
> into the old context mismatch between per point of object and per particle
> data. How do I get that working?
>
>
>    Morten
>
>
>
>
>
> Den 7. maj 2013 kl. 16:35 skrev Morten Bartholdy <[email protected]>:
>
>
>
> I am working on an effect which could be done by animating an
> extrude/inset of polygons while deleting or hiding the rest of the
> polygons, effectively making a polygon grow from very small until it forms
> the shape of an object together with all it adjacent polygons.
>
>
>
> Now I would like to do this dynamically, ie. either drive the effect along
> the object using one or more of the following methods: a weightmap
> gradient, an animated texture map, a null which initiates the change or a
> volume which initiates the effect. This means it would probably be a good
> idea to set it up in ICE. I have gone through the sample scenes to see if
> there are bits and pieces I can use, but I am wondering if there are
> specific tools or tutorials available that could help me achieve this
> effect.
>
>
>
> Any tips and pointers are much appreciated - thanks!
>
>
>
> Morten
>
>
>
>
>
>
>
>

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