You can make the sprites with ICE particles and in the imageclip ppg you have Time Source, which is set to Scene Time by default, but it can be any integer ICE attribute. The official docs briefly touch on this: http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/ICE_particle_shaders_SpritesonICEParticles.htm
Make sure you apply the imageclip to a material on the cloud before picking the attribute or it may not appear in the list. After that it's just a matter of controlling the increment of your per-particle integer attribute per frame. You can use a Loop Value compound if you wanna loop stuff. The rest is pretty trivial I think. On Tue, Jun 18, 2013 at 6:28 PM, Andres Stephens <[email protected]>wrote: > I am trying to play with animated sprites in SI. > > My goals are to create a way to trigger an image sequence when I want it > to within the timeline, according to either a trigger in ICE or an > animation trigger, like a parameter or expression or a check box. > > The image sequence sprite needs to be able to loop, replay, and start at > different points in the timeline multiple times. > > My current workflow is painstakingly slow (preliminary: create the sprite > shader, paint it on the sprite object; in animation: animate the object SRT > for the new position of that sprite, then go into the shader and animate > the new image offset frame - two keyframes - according to need on the > timeline - proving inefficient when I have to animate hundreds of sprite > animations) > > *For example: typically, something like repetitive gun shot sprites, > explosions, and other simple sprite based effects on planes that replay or > repeat according to need would come to mind. * > > I need some ideas... > -Draise > >

