Using ICE to drive time source at Object Scope

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TwinSnakes007
Posts: 316
Joined: 06 Jun 2011, 14:00

Re: Using ICE to drive time source at Object Scope

Post by TwinSnakes007 » 04 Oct 2012, 00:54

Here ya go. A scene with a working digital counter using particles.
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claudevervoort
Posts: 89
Joined: 16 Oct 2009, 00:56
Location: Montréal, QC, Canada

Re: Using ICE to drive time source at Object Scope

Post by claudevervoort » 05 Oct 2012, 00:28

Nice setup! Definitely going to be more cumbersome than just playing with textures on my object, and so i'm torn between that and using the multi switch. Anyway thanks for taking the time to build it!

Claude

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3DMastermind
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Joined: 12 Nov 2009, 16:51

Re: Using ICE to drive time source at Object Scope

Post by 3DMastermind » 05 Oct 2012, 16:24

Hi Claude.
I see you logged the issue with support.
This only works if you apply the texture on the actual particles/instances, like sprites.
However, it looks like you applied a texture on an object.
I did a test and it does work when using particles.
Basically the object you apply a 'time source' value to other than current time, must be part of an ICE simulation.

I have sent you my sample scene.
Manny Papamanos
AD Softimage and MotionBuilder Support Specialist

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claudevervoort
Posts: 89
Joined: 16 Oct 2009, 00:56
Location: Montréal, QC, Canada

Re: Using ICE to drive time source at Object Scope

Post by claudevervoort » 05 Oct 2012, 16:52

Yep I know it works when using shape instantiation, and I thought neither the doc nor Softimage itself (since it actually proposes those attributes that cannot work in the time source drop down) were clear on that limitation, and why I thought it might even be a bug. But I have beaten that one to death, haven't I? :) I've setup a 1 particle instance mesh to use my original mesh to make it work, and yes it does...

Thanks for the prompt answer!

Claude