the ICE-> Kinematics->Effects->transform objects by particles needs a merged
mesh (deform bodies) i want individual elements

 

sorted it with the emit instances matched to srts

 

a

 

 

 

  _____  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 08 January 2015 13:01
To: softimage@listproc.autodesk.com
Subject: Re: tricky pocdural animation problem

 

Oh thats handy...I didn't know about that






Simon Reeves

London, UK

si...@simonreeves.com
www.simonreeves.com

www.analogstudio.co.uk

 

On 8 January 2015 at 12:53, Adam Seeley <adammsee...@gmail.com> wrote:

Hi Adrian,

 

If I read correctly...

 

Do you need to use the 
 ICE-> Kinematics->Effects->transform objects by particles,

step?

 

Once I've used Momentum's ICE controls, I then just animate the Pointcloud
itself without any other steps.

 

Adam.

 

 

 

 

On 8 January 2015 at 12:20, adrian wyer <adrian.w...@fluid-pictures.com>
wrote:

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 <tel:%2B%2B44%280%29%20207%20580%200829>  


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

 

 

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