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 >