hmmm might have solved this with 'Emit Instances Matched to Master SRTs'

 

in the workgroup, not sure where this came from!!!!

 

#giftHorse

 

a

 

  _____  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: 08 January 2015 12:21
To: softimage@listproc.autodesk.com
Subject: tricky pocdural animation problem

 

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
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www.fluid-pictures.com
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