Not sure that's true.. I tested it out on just a few random objects and they were all seperate
Simon Reeves London, UK *si...@simonreeves.com <si...@simonreeves.com>* *www.simonreeves.com <http://www.simonreeves.com>* *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* On 8 January 2015 at 14:34, adrian wyer <adrian.w...@fluid-pictures.com> wrote: > the ICE-> Kinematics->Effects->transform objects by particles > needs a merged mesh (deform bodies) i want individual elements > > > > sorted it with the emit instances matched to srts > > > > a > > > > > > > ------------------------------ > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon Reeves > *Sent:* 08 January 2015 13:01 > *To:* softimage@listproc.autodesk.com > *Subject:* Re: tricky pocdural animation problem > > > > Oh thats handy...I didn't know about that > > > > > Simon Reeves > > London, UK > > *si...@simonreeves.com <si...@simonreeves.com>* > *www.simonreeves.com <http://www.simonreeves.com>* > > *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* > > > > On 8 January 2015 at 12:53, Adam Seeley <adammsee...@gmail.com> wrote: > > Hi Adrian, > > > > If I read correctly... > > > > Do you need to use the > ICE-> Kinematics->Effects->transform objects by particles, > > step? > > > > Once I've used Momentum's ICE controls, I then just animate the Pointcloud > itself without any other steps. > > > > Adam. > > > > > > > > > > On 8 January 2015 at 12:20, adrian wyer <adrian.w...@fluid-pictures.com> > wrote: > > hey guys, long shot but here goes > > > > we have a railway track made of 'magnetic sticks and balls toy' pieces, > the pieces are instanced standins (rendered in arnold, but this is not > relevant) > > > > we have to have the pieces fly off (in a controlled/directed manner) in a > progressive way > > > > i had thought to use ICE to create a particle per object, then control the > pieces with these particles, so i can trigger and animate them procedurally > > > > so i de-instanced the original parts, merged them, and used momentum to > apply deform body, and create ICE controls (which i then freeze, i only > need momentum as an easy way to create the point per object) > > > > unfortunately, when i try and use ICE-> Kinematics->Effects->transform > objects by particles, it takes an arbitrary object per particle, ignoring > the nearest (which is what i need) thus borking the layout of the track > > > > i guess what im saying in a long winded way is i'm stuck! > > > > i want to have the original objects stay where they are until triggered by > some ICE stuff (test inside volume then turbulize velocity/angle etc) > > > > anyone have any nifty solutions to this, i 'could' just key the pos/rot of > the objects, move and rotate them and offset the animation > > > > but we all know what clients are like, they will want to change stuff, and > this old school method will take ages to tweak > > > > thanks > > > > a > > > > Adrian Wyer > Fluid Pictures > 75-77 Margaret St. > London > W1W 8SY > ++44(0) 207 580 0829 > > > adrian.w...@fluid-pictures.com > > www.fluid-pictures.com > > > > Fluid Pictures Limited is registered in England and Wales. > Company number:5657815 > VAT number: 872 6893 71 > > > > > > >