Thanks for the tip, the nice thing about SI is that there are many ways to achieve the result, so I will experiment :)
2013/8/14 Raffaele Fragapane <[email protected]> > That's because you are placing the expressions in the wrong place. > Expose the ICE parameters you need, and put the expressions on those, job > done. > > It's absolutely not complicated or overcomplicated, it's just done > differently through all the same usual toolsets, it's just a matter of > using the right parameters. > > Stop fixating on the local kine and work on your op and expose whatever > you want control over and it'll be fine :) > > > > On Wed, Aug 14, 2013 at 11:03 AM, Nicolas Esposito <[email protected]>wrote: > >> Sorry, I forgot to mention that I experimented quite a bit with the >> "Multiply vector by matrix" and its working fine >> >> Still the main problem is that once I "constrained" the two objects I >> can't set the modulation that I have by using the expressions ( >> kine.local*custom parameter ) >> >> Basically its just multiply the animation of the null in order to get the >> same movement, but with the ability of going less/further that amount >> >> Sounds really strange that doing it in ICE is that complicated or can't >> be done...I tought it may be easy, since with a simple expression you can >> achieve that result >> >> >> 2013/8/14 Raffaele Fragapane <[email protected]> >> >>> 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! >>> >> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >

