2012
08.14

Beveling and/or extruding vertices of an Icosahedron primitive can get you some pretty cool patterns:

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2012
08.13

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!

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2012
07.05