Hola Gerardo,
pues eso, yo tampoco he encontrado explicacion, en la ayuda de softi pone esto:
"The Rules of ICE Kinematics
The main thing that makes ICE kinematics different from using ICE to control particle simulations or geometry deformations is that it involves setting the transformations of objects. Almost everything else, including connections, context, data types, and so on, is exactly the same as in the rest of ICE.
However, there are some specific rules when setting objects’ transformations:
• You can write only to kine.global, not kine.local. However, you can get either matrix and use it in your calculations.
• You can write only to the whole kine.global matrix, not to components like pos or posx. However, you can still get components like pos or posx directly — you don’t need to get the whole matrix and decompose it in your ICE tree.
• You can write to kine.global only once per object per tree. If you set an object’s kine.global property and then get it later in the same tree, the original values from before the tree started to evaluate are returned. To workaround this, you can either use a second tree above the first one in the stack, or store intermediary transform values as a custom ICE attribute and then set kine.global at the end of the tree.
• ICE writes transformations at the same priority level as constraints, so ICE kinematics takes precedence over other forms of animation such as fcurves, expressions, and mixers.
• You need to be very careful about which ICE trees get and set data on which objects to avoid complex interdependencies that do not evaluate properly.
Cesar: entonces, es posible? no termino de entender lo que comentas
gracias,
Toni