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?
> 
> 

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