In simulation mode and with States it should be easy.
Le 08/05/2013 18:37, Pingo van der Brinkloev a écrit :
Looks like a Motion tools or EmTopo-job..
Or gimme a call and I can do it in Cinema for u (mwaaahaha)
Cheers M ;)
On 08/05/2013, at 09.53, Morten Bartholdy <[email protected]
<mailto:[email protected]>> wrote:
Basically I need something similar to the shown effect here:
https://dl.dropboxusercontent.com/u/763668/ICE/Wipe_Matte_ICE_Test_01.mov
- only I either need a sort of trigger or a texturemap lookup because
I would like the tiles to stay big after the null passes, so I can
use it as an advanced wipe for revealing a shaded surface.
I imagine it would be less interactive but simpler to set up using a
texturemap wipe sequence, look that up and drive values from it.
The interactive version should likely be having a box moving along
the object triggering a transfomation which takes place and then
leaves the particles in their new state. This, I guess, would involve
states and conditional stuff, so a way beyond my ICE capabilities :/
I am contemplating setting it up with detached polygons and use an
inset deformer to scale the polys - this means I would probably avoid
the rotation since that would be more complex to set up, but I would
have shape, orientation and relative size of each poly correct so I
would not need to set that in an ICE tree.
I would still need a way to drive it with a texturemap wipe sequence
though, so that is what I am looking for atm.
Morten
Den 7. maj 2013 kl. 18:49 skrev Alan Fregtman
<[email protected] <mailto:[email protected]>>:
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] <mailto:[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] <mailto:[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