In less than the amount of time you've spent on this thread, you could have written a simple script to bake out ICE particle SRT's, which would not only help in this situation, but a million and one others. :-)
Sent from my iPhone > On Feb 12, 2014, at 12:35 PM, Matt Lind <[email protected]> wrote: > > We'd have to add support for ICE in our exporter and pipeline management > tools. We don't have resources to do that at present. > > If the artist doesn't clean up after himself responsibly, it creates a lot of > problems. > > > Matt > > > > > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Luc-Eric > Rousseau > Sent: Wednesday, February 12, 2014 7:21 AM > To: [email protected] > Subject: Re: Survey - how would you do this? > >> On Tue, Feb 11, 2014 at 10:30 PM, Matt Lind <[email protected]> wrote: >> The solution is 100% art driven in this case and cannot rely on game >> engine logic or engineering resources. If it could, there wouldn't be >> a challenge ;-) >> >> Cannot use ICE, but you can use expressions, constraints, or animation mixer >> to set up and plot out to explicit controls later if you prefer. >> >> A junior or staff level artist must be able to setup and complete the task >> unsupervised in 30 minutes or less. Must also avoid creating any bugs such >> as leaving temporary data in the scene or methods that require such tactics. >> Bugs that make their way into the game engine are very expensive to find, >> fix, and QA. Therefore, great emphasis should be placed on technique and >> working cleanly. > > Sorry, I missed a bit. Why couldn't you plot animation by things driven by > ICE? Don't you have to do that for expression, anim mixer, etc? I mean you > don't have that in the engine either, right? > >

