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!
>

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