Softimage ICE Asteroid test. I encountered a problem when I tried to rotate the center null, but I thought it looked kinda cool so I did a quick render. I think the way to fix this is to create null and disc at world origin, and then multiply the particle's 4x4 matrix by the null's 4x4 matrix to allow you to reposition and rotate the asteroid field.
Tuesday, August 7, 2012
Wednesday, July 25, 2012
Wool test
A user on XSI Base was looking for a way to create wool. Here's my test based off of ICE's Create/Dynamic Strands. I didn't think it looked that great, but figured I'd post it anyways in case somebody had an idea how to improve it. First picture includes a polygonized mesh of the strands (length of strands was modified for this version to create difference)
Friday, July 6, 2012
Here's an ICE 2 Bone IK chain with UV support that I've been working on for a while. I think I've got it stable now (no weird flipping). If you've got ideas to maybe optimize or expand this, I'd love to hear it.
Hopefully you can follow my screenshot for setting this up. First I create 4 nulls and 2 implicit bones. 2 of the nulls are the root and effector controllers, 1 of the nulls is the Up Vector controller, and 1 of the nulls is for the ICE rig. I had problems with reference names, that's why you see the same name in the screenshot. Make sure to update both names with your own names. To calculate the bone lengths, I first create a temp 2 bone chain (Animate/Create/Skeleton/Draw 2D Chain) and get the lengths from that. Occasionally ICE fails to update the bone lengths of the implicit bones. To set the correct length, temporarily Show Values between Get Rig.L_Thigh_Length and self.length. Seems to fix it for me.
Let me know what you think!
Download ICE compound: http://www.si-community.com/community/viewtopic.php?f=15&t=2515
Hopefully you can follow my screenshot for setting this up. First I create 4 nulls and 2 implicit bones. 2 of the nulls are the root and effector controllers, 1 of the nulls is the Up Vector controller, and 1 of the nulls is for the ICE rig. I had problems with reference names, that's why you see the same name in the screenshot. Make sure to update both names with your own names. To calculate the bone lengths, I first create a temp 2 bone chain (Animate/Create/Skeleton/Draw 2D Chain) and get the lengths from that. Occasionally ICE fails to update the bone lengths of the implicit bones. To set the correct length, temporarily Show Values between Get Rig.L_Thigh_Length and self.length. Seems to fix it for me.
Let me know what you think!
Download ICE compound: http://www.si-community.com/community/viewtopic.php?f=15&t=2515
Tuesday, June 5, 2012
Offset Camera Position/Rotation By Object
A user on XSIBase was wanting to point the camera at an object, but offset its position when it gets too close. Not the best ICE Tree, but it sort of works...
Tuesday, April 17, 2012
After Effects:Converting An Object's 3D Coordinates Into 2D Screenspace
L = thisComp.layer("Null 1"); fromComp(L.toComp(L.anchorPoint))
Friday, April 13, 2012
"Hiding" Particles Based on Texture Map
After creating a texture map on my grid, I read the Texture Map color's brightness and tested if it was Less Than or Equal to .5. If it was, I "hid" the particles by scaling them to 0,0,0.
I couldn't figure out how to delete the points; if you could, I'm not sure it would work correctly with an animated texture.
Also note, I scaled the texture projection down slightly to avoid incorrect values around the edge of the image.
Hopefully this helps.
Sunday, March 25, 2012
Emitting Particles At Fixed Intervals
Emitting particles at fixed intervals is primarily achieved by using the Modulo node. By Modulo-ing our Current Time by a value of 48, we generate a looping set of numbers 0, 1....47, 48, 0, 1...47, 48, etc.
In order to emit our particles for only 3 frames, we can test the result from Modulo, and see If it is Less Than or Equal to 3. If it is we emit 1000 particles (per second), if not 0.
In order to emit our particles for only 3 frames, we can test the result from Modulo, and see If it is Less Than or Equal to 3. If it is we emit 1000 particles (per second), if not 0.
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