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
>>>>
>>>>
>>>
>>
>


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