Hi guys,
since the fcurve node can not be keyframed in ICE (right?), what are your workarounds? I currently use a linear interpolate node with two fcurves, but it is limiting or messy. Any advice from you masterminds?
Thanks,
Christian
Keyable fCurves in ICE
-
EricTRocks
- Moderator
- Posts: 754
- Joined: 25 Nov 2009, 00:41
Re: Keyable fCurves in ICE
We probably need a little more information on what you're after. If you just want to have a parameter you can key and have that used in calculations in your ICE graph, then you can just create a custom property with a custom parameter on a scene object and key it. Then pull that custom parameter into your ICE graph and have it drive whatever you need.
-
ChrB
- Posts: 55
- Joined: 10 Jun 2009, 11:26
Re: Keyable fCurves in ICE
Thanks for the reply, let me try to be clearer.
When I need to animate an fcurve node in ICE I usually use this setup (maybe extended with a few more linear interpolate and fcurves if needed) and animate the blend:

This obviously is not a perfect solution. Perfect would be if I could just keyframe the position of the individul points within the fcurve node. Has anybody got a smarter solution than the one I presented here?
Thanks
When I need to animate an fcurve node in ICE I usually use this setup (maybe extended with a few more linear interpolate and fcurves if needed) and animate the blend:
This obviously is not a perfect solution. Perfect would be if I could just keyframe the position of the individul points within the fcurve node. Has anybody got a smarter solution than the one I presented here?
Thanks
Arnold for the masses!
-
Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Keyable fCurves in ICE
If interpolations are simple as those, you could use some basic math instead, let's say, smooth step or some trig function. First one would be smooth step, second... well it's not just sinusoid, but it's close.ChrB wrote:Thanks for the reply, let me try to be clearer.
When I need to animate an fcurve node in ICE I usually use this setup (maybe extended with a few more linear interpolate and fcurves if needed) and animate the blend:
This obviously is not a perfect solution. Perfect would be if I could just keyframe the position of the individul points within the fcurve node. Has anybody got a smarter solution than the one I presented here?
I think you can find an ready made smooth step interpolation inside 'worley noise' factory node.
Btw, is there 3d app that allows animating of animation curves. If so, would be nice to know, how looks like a solution for second level - that is, if you animate keys, you'll want to decide how animation on keys is interpolated.
-
Pooby
- Posts: 501
- Joined: 27 Aug 2010, 20:25
Re: Keyable fCurves in ICE
You could read xy coordinates from locations on a 'real' curve and animate its control points.
-
ChrB
- Posts: 55
- Joined: 10 Jun 2009, 11:26
Re: Keyable fCurves in ICE
Thanks for the answers,
@Matheus: The fcurves in question are arbitrary. I am using the fcurves to 'draw' the starting and end points of strands projected along strands so they need to be completely freeform. And actually, I cant recall any software that keyframe fcurves... Probably because of what you said about interpolation and you would end up with fcurves in fcurves in fcurves in... But pooby' idea is actually not bad at all
I will try to implement that.
@pooby: As stated above: Great idea!
@Matheus: The fcurves in question are arbitrary. I am using the fcurves to 'draw' the starting and end points of strands projected along strands so they need to be completely freeform. And actually, I cant recall any software that keyframe fcurves... Probably because of what you said about interpolation and you would end up with fcurves in fcurves in fcurves in... But pooby' idea is actually not bad at all
@pooby: As stated above: Great idea!
Arnold for the masses!