ARGHHH, I keep sending stuff before I edit it this week.
"The local kinematics of an object is nothing but a transform multiplied by
its parent's transform."
Should read:
"The local kinematics of an object is nothing but a transform that will be
multiplied by its parent's transform to create the object's global."


On Wed, Aug 14, 2013 at 10:40 AM, Raffaele Fragapane <
[email protected]> wrote:

> The local kinematics of an object is nothing but a transform multiplied by
> its parent's transform.
> So if you have a transform, and want it to be an object's local transform
> instead of its global, you take that transform, and multiply it by the
> parent's.
>
> IE: You want something to be offset from its parent by 1.0 in the Y all
> you need is
> vector(0.0, 1.0, 0.0) --> (pos)SRT 2 4x4 Matrix --> multiply <-- parent
> transform matrix
>
> What I'm saying is that you DO NOT need write access to the local kine of
> an object, writing to its global is perfectly fine, all you need to do is
> take into account its parent's transform and you can emulate local
> perfectly fine.
>
> The only "limitation" is that an ICE graph can't traverse the scene, so
> you can't have something in the graph saying "parent matrix" and that will
> be scene aware, you always need to explicitly pull in the object that is
> its parent to "configure" your graph so it's aligned to the scene. That
> part you need to script, but it's trivial to do so.
>
> No need to drop ICE for scripts, other than for that connection, if your
> only concern is the lack of write access to local, it's unnecessary anyway.
>
>
> On Wed, Aug 14, 2013 at 10:23 AM, Nicolas Esposito <[email protected]>wrote:
>
>> Ciao Raffaele,
>>
>>
>> The main point is that with ICE I succesfully managed to constraint two
>> nulls together ( one with the animation, the other one basically follow the
>> animated null ), but once I set the kine.global position I can see that it
>> will "jump" to the animated null position as expected, but I don't know how
>> to do:
>> - change the "follow null" position, means that I want this null to be in
>> its original position, not to be in the exact same spot as the animated null
>> - as for "kine.local multiplied by a custom parameter value" I can
>> modulate the animation of a driven null as described above ( ModelB is
>> linked to the nulls.... ), so I'm not able to set the "follow null"
>> original position and then be able to insert a "Multiply by scalar" to
>> modulate its max/min the animation as set using kine.local*custom parameter
>>
>> I was thinking ( and tried ):
>> - I used a third static null that will be in the exact same sport as the
>> "follow null", use Get distance between and set the kine.global
>> properly...but once I set the kine.global how can I add a multiplier for X,
>> Y and Z axes in order to modulate those values as I'm doing using the
>> kine.local by expressions?
>> - Probably there is smething that I'm doing wrong, but in the end of the
>> ICE tree I always need to set the kine.global of my "follow null", so if in
>> the tree below I try to set for example the X, Y and Z value ny multiply
>> everything by a scalar I override the kine.global that I set before...
>> - Used StaticKine, nothing has really changed
>> - Set self.TMP values to store the original position by using a third
>> null, it works, but I always end up of having the same problem of setting
>> the kine.global, but then I'm not able to modulate the animation as
>> described by kine.local
>>
>> I'm willing to use kine.global, but seriously if I can't modulate those
>> values ( and keep the "follow null" in its original position ) I'm still
>> going to use the expressions with custom parameters...
>>
>> I'm learning a lot recently about ICE, but right now I can't think about
>> a solution that allows me do what I just described....its driving me mad :D
>>
>> Cheers
>>
>> Nicolas
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!

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