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:
If you enjoyed this, don’t forget to like TD Survival on Facebook to get the latest news of future videos and whatnot. (New content posted almost every week!)
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:
Ever wondered what’s the deal with *.xsiaddon files? What are they?
Well, they’re good ol’ XML with a bit of metadata and the files embedded in them are compressed with the zlib library and base64 encoded for safe plaintext storage.
How would we parse such a file? Check this out:
[I shared this on the Softimage Mailing List the other day and thought it was worth posting here.]
Here’s a fun trick for parsing an ICE string attribute, identifying the letters and typing out the text with particles:

Download the sample scene here and read more about it below. (Soft 2011+ required.)
I propose a way of using ICE to split symmetrical shape halves. Here it is in action:
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(Download here and read more about it below.)
Which is the fastest way to do this or that? Why not try them all and benchmark! 🙂
All you need to do is lock at the time.clock()…