View Full Version : Translating Nodes with ICE?
I downloaded the XSI 7 trail after it came out... very impressive! One thing that I wasn't able to figure out in ICE was if it's possible to drive a position of an object directly or indirectly with ICE.
What I've been trying to do is make an IK chain's effector move around or 'walk'. I've seen that you can't directly set SRT values (?), but is there a way to link an object to a particle/point position or otherwise drive the object's pos with an expression linked to the point pos?
Thanks.
redmotion
08-09-2008, 09:23 AM
This is something I've been trying to figure out. I'd like to drive rotation on a null with an ICE tree. I thought that using a Set Data node exposing "centre.kine.global.euler" was all I needed. But the import port is black and nothing seems to go in? Should I use something else?
Is it true that you can't directly set SRT values?
I came across it in the manual a couple of time, e.g. from the getting and setting data help file:
You can set certain data:
[...]
• Any property in XSI except for kinematics.Though that hasn't stopped me from trying... and failing. : )
However I'd love to find out why or if there's a work-around.
pooby
08-09-2008, 10:08 AM
constrain the null to a point?
Seems I can only constrain it to the point cloud itself, not the indiviual points.
thiago
08-09-2008, 01:34 PM
They disabled the Rigging part (access to kinematics), with an environment variable.
You can enable it, but it's not fully tested, so use it on your own risk.
I'm leaving for Siggraph right now! I can't find the email on how to do this... but hopefully someone else will come and post the solution here.
StephenBlair
08-09-2008, 01:44 PM
This is undocumented and unsupported.
Set this environment variable
XSI_UNSUPPORTED_ICE_KINEMATICS
Yessss! Thanks guys, it's a bit like walking in a lightly populated minefield, but hey, the rest of the field is just absolutely covered in pure fun! I'll see if I can get something cool out of it and post it online.
Cheers,
Rens
ThE_JacO
08-10-2008, 03:59 AM
Yessss! Thanks guys, it's a bit like walking in a lightly populated minefield, but hey, the rest of the field is just absolutely covered in pure fun!
It's all fun and games until somebody loses a foot.
Beside that, the kinematics part is simply untested, but it still seems to have benefitted from a lot, stability wise, of the work that went into the rest of ICE, becuase it's nowhere as dodgy as it was before release.
Probably wouldn't use it in production because there's no official suport for it yet, but the system itself is surprisingly solid for a "hidden" feature.
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