I'd go the ice route as well, not least because you can add an fcurve node to control the amount of influence over the 0 - 1 range, so its a link with but without the keys or curves appearing in the character's dopesheet/ae.
On 27 January 2014 16:56, Will Sharkey <willjshar...@gmail.com> wrote: > great stuff, I'll try both but I might just go down the ICE route. > > Thanks again. > > > On Mon, Jan 27, 2014 at 4:19 PM, Emilio Hernandez <emi...@e-roja.com>wrote: > >> It will work faster in ICE with the described method as you bypass the >> shape manager, or the animaton mixer. And go direct to the cluster to grab >> the point data as you are direclty adding the point positions. You can >> also drive the point positions with a weightmap as well, multiplying the >> output value by the weightmap, before setting the point positions again on >> itself. And it's easy to debug than getting, as Sergio said an expression >> to interpolate the weight of the shape. >> >> Cheers! >> >> >> >> >> 2014-01-27 Will Sharkey <willjshar...@gmail.com> >> >> Yeah, I would need the values interpolated. I could do it in ICE but I >>> thought it would be nice to keep it as a simple expression. >>> >>> Thanks for the help. >>> >>> >>> On Mon, Jan 27, 2014 at 3:47 PM, Emilio Hernandez <emi...@e-roja.com>wrote: >>> >>>> Yes you can do it with expressions. >>>> >>>> It is a nested conditional. cond >>>> (slider=0,eyefix=0,cond(slider=.2,eyefix=1,cond(slider=1,eyefix=0,0))). >>>> But I wouldn't suggest this approach. There is an easiest way to do it in >>>> ICE. >>>> >>>> https://vimeo.com/84282621 >>>> >>>> >>> >> > -- www.matinai.com