Hey guys, I’ve recorded a new tutorial showing how to simulate some party balloons with ICE and a small dose of vector math. 🙂
Part 1:
Part 2 will come soon.
Hey guys, I’ve recorded a new tutorial showing how to simulate some party balloons with ICE and a small dose of vector math. 🙂
Part 1:
Part 2 will come soon.
Here’s a two-part series to understand the basic vector math behind a simple push, and elaborating on it:
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Here’s a trick of meddling with the StaticKineState property to allow deforming and adjusting the position of a deformer at the same time:
Ever played with the ElasticReality morpher node in the FXTree? 🙂
Here’s a sweet “bike chain” / “tank treads” rig explained:
I’m open to ideas for further short-form tutorials. If you have any, or found this particular tutorial educational, speak up! I welcome your feedback. 🙂
Here’s how you can use ICE to create a null that controls a weightmap gradient:
Some of you may remember I wrote about some ICE trickery with strings some years ago. The other day I pondered if one could turn a string of digits into an integer or scalar (float) value. Well, I’ve found a way!
Did you know you can do this? 😉

BREAKDOWN:
1. Set an OK center position with "Move Center to Bounding Box" / "Move Center to Vertices".
2. Enter "Center" mode. (top right)
3. Right-click on "Ref" button (below Local) and choose "Pick Polygon/Edge/Point Reference".
Click an object to select it and highlight the desired components.
4. While still in both "Center" and "Ref" modes, reset rotation to 0,0,0 then go back to "Object" mode (top right), go "Local" mode and reset rotation to 0,0,0 again. — That’s it!
ps: The faces need not be in the same object. (It could be another’s!)
You’ve probably heard of ICE keywords like “self“, “this” or “this_model“… but did you know about “this_parent“?
It’s not undocumented, but it’s often forgotten.
If you’ve ever seen a Maya rig, you’ve probably seen their joints system which draws “fake” bones. Fake as in that it’s just an OpenGL virtual representation of the hierarchy/parenting, not an actual object. I’m not a big fan, but I do like the concept of being able to sketch out a skeleton by duplicating and reparenting joints, and thanks to “this_parent” we can do the same in ICE!