Solution found
I'm using the expression editor to link the values and simply add the
multiply/divide by value that I want
The trick is to assign everything locally, so I can use just a moving null
and a driven null, and I simply multiply the local position of the moving
null by a certain amount, so the driven null stay in its original position,
but it will move accordingly to the axis I selected
Luckily, with a bit of experimenting, I found the solution
Thanks anyone for the help!

Nicolas


2013/8/5 Eric Thivierge <[email protected]>

>  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]>
>
>> 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]>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
>>>
>>
>>
>
>

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