Accelerating Animation-Sequence of Multiple Objects

Discussions about animating in SOFTIMAGE©
Frank1000
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Frank1000 » 02 Jan 2014, 19:50

ok thx. How do you get the "Get self.ID" node ? I checked in the ICE node search for it and also for just "Get" in case it allows for adjusting. But didn't come up. I tried Get self.Pose and to edit it to ID, but that didn't work either.

Bullit
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Bullit » 02 Jan 2014, 21:56

ID is one of ICE attributes. You get a get data and find it. Or just write it in case of self.ID

Frank1000
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Frank1000 » 02 Jan 2014, 22:37

k gotit. what kind of nodes are the number nodes ? tried "Value" etc. ... but didn't find it

Image

Bullit
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Bullit » 02 Jan 2014, 22:53

Scalar. There is also Integer for example which are 0,1,2,3, etc...

NNois
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by NNois » 03 Jan 2014, 00:45

Well, this method needs some basic knowledge of ICE like at least getting and setting datas.
Plus doing some maths to adjust your animation time.

Maybe you can share a little more info about your animation, so i can judge if you can go further ?

NNois
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by NNois » 03 Jan 2014, 00:52

and if i have to describe my ice tree get self.id is plugged to get set size plugged to subtract port1
basically this calculate the number of instances (but here you can also just use get "NbPoints" it's the same)

Frank1000
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Frank1000 » 03 Jan 2014, 14:44

yeah, i wanted to make a source animation (Y-Position and Hide / Unhide Object) and apply it to multiple objects, and trigger animation start time for those objects. Preferably by a curve on a coordinate system where y= divided by the number of objects, and x= time.

NNois
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by NNois » 03 Jan 2014, 16:34

this is clearly possible by ice instances but the hide/unide part has to be manageable via deleting particles or zero sizing them. I'll look if i can make you a demo

Frank1000
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Frank1000 » 03 Jan 2014, 17:47

i've seen and practiced a lot of ICE tutorials, but must say its so complex, that i can't remember yet what is what as soon as it gets about setting up something specific. I understand that the wanted result is broken down into the according process, but there is so many sub processes, that it makes ICE more a tool for specialists rather than graphical artists etc.. ICE is seductive, but the learning curve and maintaining load seems yet questionable for once in a while tasks.

I've re-built your screen shot, but my colors come out differently.

Image

NNois
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by NNois » 03 Jan 2014, 17:58

like i've said
get self id plug in get set size plug in substract
get group plugs in kine global plug in get array size ;-)

Anyway here is a full working scene plus a screenshot where i try to explain you how to deal with my coumpound. plus i'va added the part where we delete particles (instances)

https://www.dropbox.com/s/0tmi43oldc3pg ... r_time.zip

please note there is a slight error in the fcurve node who need to be linear and note easead to match your original animation time
Attachments
Animate_Proceduraly_over_time.jpg

Frank1000
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Frank1000 » 05 Jan 2014, 17:22

thank you for the scene NNois

NNois
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by NNois » 06 Jan 2014, 08:49

please note, you can also delete the particle before their animation to hide them too, that's because you are unsimulated ;-)

Frank1000
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Re: Accelerating Animation-Sequence of Multiple Objects

Post by Frank1000 » 06 Jan 2014, 13:59

ok thx. I've been looping playback and playing with the values, its a good way to visually retrace how the parameters affect the sim :-)

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