you can move the x and y also in the 3d vector to move it around.

On Thu, Sep 26, 2013 at 6:18 PM, Tim Crowson <[email protected]
> wrote:

>  I'm also going through Andy Moorer's scene that he blogged about 
> here<http://andy.moonbase.net/archives/1117>.
> Seems like this ought to have what I need to figure this out.... Maybe Andy
> will chime in here and help understand if I can apply his technique to what
> I'm trying to do....
> -Tim
>
>
> On 9/26/2013 5:04 PM, Tim Crowson wrote:
>
> Thanks Alok! That works and gives me a nice rig for controlling the
> distance manually along Z, but I actually need to move the controller
> around the frame and have it "snap" to geometry, or at least give me a
> vector I can use to test for an intersection.
>
> On 9/26/2013 4:49 PM, Alok Gandhi wrote:
>
> 1 create an ice tree  on a null(call the rig) >
> 2 get scalar to 3d vector node (you will only change z through a slider,
> x, y, should be 0)>
> 3 get a srt to matrix node >
> 4 plug the scalar to 3d into position of srt to matrix>
> 5 get a 4x4 matrix node>
> 6 connect the srt to matrix out to value of 4x4 matrix>
> 7 get data node camera.kine.global>
> 8 get a multiply node and connect 4x4 matrix into first port,
> camera.kine.global into second(order matters)>
> 9 get a set data node>
> 10 connect the multiply node's out into value of set data and give it a
> name like 'xfo' or something>
>
> 11. On the controller to snap, create another ice tree. Get data rig.'xfo'
> and set data to self.kine.global.
>
> you are done. Just move the camera and the controller will follow. To move
> it on the camera ray path just use the slider created in the step 2.
>
> Wrote this right of the top of my head, did not try it in ice actually.
> But should work.
>
>  Just get the distance between the controller and the camera through an
> expression or through ice. I suggest expression because getting vector
> lengths is expensive in ice (that is also the reason we have squared
> distance node in case it is just a comparison of distances).
>
>  Cheers!
>
> Alok.
>
>
> On Thu, Sep 26, 2013 at 5:15 PM, Tim Crowson <
> [email protected]> wrote:
>
>>  But the distance I want is the distance between the camera and the
>> closest point on an arbitrary geometric surface behind the target. Now
>> maybe the easiest thing to do would be to snap the target to said surface
>> and get that distance. But there again, I need to identify the position in
>> space where the ray from the camera intersects that surface.
>>
>> -Tim
>>
>>
>> On 9/26/2013 4:09 PM, Christian Freisleder wrote:
>>
>> Hey Tim,
>> I would use a expression.
>> open the exression editor-->Function-->Distance-->distance to camera
>> the result would be something like
>> ctr_dist_cam( null. )
>> null. would be the object name you're using to mesure the distance.
>> hope that helps
>> christian
>>
>> On 26.09.2013 22 <26.09.2013%2022>:58, Tim Crowson wrote:
>>
>> I'm trying to set up a camera rig that will let me use an item of some
>> kind (null, curve...) to act as a kind of focal point that can be moved
>> around the frame. Basically I want to have a control parented to the camera
>> which I can move around the frame, and which can be used to create a vector
>> between the camera and whatever surface is "behind" that focal control. I'd
>> then get the distance between the camera and that point on the surface and
>> pass that to my lens shader.
>>
>> I'm really a noob when it comes to ICE in general, so I'm wondering how
>> best to do this. I suck with vectors...
>> --
>>
>>
>>
>> *Tim Crowson
>> **Lead CG Artist*
>>
>> *Magnetic Dreams, Inc.
>> *2525 Lebanon Pike, Building C. Nashville, TN 37214
>> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
>> [email protected]
>>
>> *Confidentiality Notice: This email, including attachments, is
>> confidential and should not be used by anyone who is not the original
>> intended recipient(s). If you have received this e-mail in error please
>> inform the sender and delete it from your mailbox or any other storage
>> mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
>> made which are clearly the sender's own and not expressly made on behalf of
>> Magnetic Dreams, Inc or one of its agents.*
>>
>>
>>
>>
>> --------------------------
>> To unsubscribe: mail [email protected] with subject 
>> "unsubscribe" and reply to the confirmation email.
>>
>>
>>
>>
>> --------------------------
>> To unsubscribe: mail [email protected] with subject 
>> "unsubscribe" and reply to the confirmation email.
>>
>>
>>  --
>>
>>
>>
>>
>> --------------------------
>> To unsubscribe: mail [email protected] with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
>  --
>
>
> --------------------------
> To unsubscribe: mail [email protected] with subject 
> "unsubscribe" and reply to the confirmation email.
>
>
> --
>
>
>
> *Tim Crowson
> **Lead CG Artist*
>
> *Magnetic Dreams, Inc.
> *2525 Lebanon Pike, Building C. Nashville, TN 37214
> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
> [email protected]
>
> *Confidentiality Notice: This email, including attachments, is
> confidential and should not be used by anyone who is not the original
> intended recipient(s). If you have received this e-mail in error please
> inform the sender and delete it from your mailbox or any other storage
> mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
> made which are clearly the sender's own and not expressly made on behalf of
> Magnetic Dreams, Inc or one of its agents.*
>
>
>
>
> --------------------------
> To unsubscribe: mail [email protected] with subject 
> "unsubscribe" and reply to the confirmation email.
>
>
> --
>
>
>
>
> --------------------------
> To unsubscribe: mail [email protected] with subject
> "unsubscribe" and reply to the confirmation email.
>



--
--------------------------
To unsubscribe: mail [email protected] with subject 
"unsubscribe" and reply to the confirmation email.

Reply via email to