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 >>> >> >> > >

