Keyable fCurves in ICE

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ChrB
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Joined: 10 Jun 2009, 11:26

Keyable fCurves in ICE

Post by ChrB » 16 Jun 2012, 11:42

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
Arnold for the masses!

EricTRocks
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Re: Keyable fCurves in ICE

Post by EricTRocks » 16 Jun 2012, 23:36

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.
Eric Thivierge
Lead Kraken Developer, Fabric Engine
http://fabric-engine.github.io/Kraken

ChrB
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Joined: 10 Jun 2009, 11:26

Re: Keyable fCurves in ICE

Post by ChrB » 17 Jun 2012, 19:01

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:
Image

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!

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Mathaeus
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Location: Zagreb, Croatia

Re: Keyable fCurves in ICE

Post by Mathaeus » 17 Jun 2012, 21:03

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?
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.
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
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Re: Keyable fCurves in ICE

Post by Pooby » 17 Jun 2012, 21:25

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

Post by ChrB » 17 Jun 2012, 21:45

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!
Arnold for the masses!