it’s not so much that it’s too complicated – it isn’t.

It’s more about how things are not made clearly visible to the user.
A simple mention “read-only” next to those parameters and no-one would ever 
have an issue with this.

But no, you’re connecting this just like you would anything else and feeding it 
correct, commonly used data, without any context issues, so no reason to assume 
you’re doing something wrong – it just doesn’t work for some unexplainable 
reason.
If no-one ever told you you can’t set the transform parameters directly, and 
have to do the whole of the global transform at once, you’re not going to think 
of this spontaneously.

Also - I can understand a number of explanations for this - performance, proper 
handling of rotations,... .
And yet - you can set an expression on those parameters or set them through 
scripting, individually or three at a time – so why not ICE set_data? It seems 
like a basic, unnecessary and unintuitive limitation to have.
...



From: pingo van der brinkloev 
Sent: Friday, January 17, 2014 10:45 AM
To: Morten Bartholdy ; [email protected] 
Subject: Re: turbulize OBJECT position around value

One should make this "Simple" stuff into a set of compounds... 

...

On 16/01/2014, at 14.53, Morten Bartholdy wrote:


  Sounds like a very good explanation why simple stuff is often overcomplicated 
to do in ICE :/ 

  More high level control in ICE please!! 


  Morten 




  Den 16. januar 2014 kl. 14:04 skrev Rob Chapman <[email protected]>: 


    1.get the global kini matrix  

    2.decompose it into scaling, rotation , position    

    3. add your turbulance to the position 

    4. recompose the matrix 

    5. set the global kini matrix 

    this works ! 



    On 16 January 2014 12:28, pingo van der brinkloev < [email protected] > 
wrote: 

      Hi all, 

      I need to add some random motion to some objects... 

      And here I thought I'd get data kine.global.pos feed that into a 
turbulize around value and into a set data and execute and... og well.. 

      I can't "just" do that. Why not? I'm having trouble with the set data 
node no matter what I do. 

      Any pointers would be greatly appreciated, so I don't have to brute force 
animate a LOT of objects. 

      - it's objects with collission, so I need real geo. 

      - I'd rather not mess with particles on this one. 

      Cheers! 

    

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