Yeah.  ICE, ICE, Baby.



2014-01-27 Matt Morris <matt...@gmail.com>

> 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
>

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