Well it depends on if you want to blend the NullB object's transform
parameters or just have an offset from NullA. Also depends on if you're
talking global or local and also depends on where and how you are using
this.
If this is going to be a common thing you need in a rig all over the
place I'd recommend not using ICE. If it is pretty isolated then ICE is
fine.
To blend NullB between NullA and it's rest pose you need to store that
rest pose somewhere. A static kine property works well for this. You can
look this up in ICE or via scripting as a transform. Then you can blend
as needed and isolate particular parameters you want to blend.
It's a bit more complicated as NullB is the child of NullA so working in
local space may not be as straight forward and intuitive. I'd keep it in
global space which if I'm not mistaken is how the constraints in SI work
anyway.
As for just having offset control from the NullA object. All you need is
a transform that you're able to manipulate ('SRT to Matrix' in ICE) that
is multiplied by NullA's global kine.
Hope that is clear enough for you.
Eric Thivierge
===============
Character TD / RnD
Hybride Technologies
On 05/08/2013 11:06 AM, Nicolas Esposito wrote:
NullA is the parent of NullB since I need NullB to "follow" NullA with
the ability to modulate the actual NullB "offset/translation amount"
to NullA
2013/8/5 Alan Fregtman <[email protected]
<mailto:[email protected]>>
Is NullA a child of NullB, or is NullB the parent and NullA the
child?
On Mon, Aug 5, 2013 at 10:49 AM, Nicolas Esposito
<[email protected] <mailto:[email protected]>> wrote:
Hi everyone,
Sorry for the previous empty thread, I was just checking if
everything worked properly
I'm developing a custom workflow in order to get static and
animated meshes to some game engines ( UDK, Unity 3D ) and I'm
having some problems with the parenting options
Basically this is the situation:
I have two nulls:
NullA is animated
NullB needs to be parented to NullA with the ability to
modulate the amount of Y movement: what I mean by that is
parent the two together, but multiply the Y movement of the
animated null to have plus or minus amount of movement for the
NullB
So something like Y movement NullB = Y NullA movement * 1.5 in
order to have a custom variable that allows me to have plus or
less Y movement
I tried to do that in ICE but usually when parenting NullB
jumps in the same position of NullA and I don't want that, and
since I'm not so good with ICE I'm having some troubles
Basically it is: NullB moves accordingly to NullA, but the
possibility to add/subtract to the overall movement
Is something is not clear I can posto some screenshot to
explain the situation a bit better
Nicolas