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
>
>
>
>
>
>
>

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