Ice Tutorial - Translation to Rotation

Here you can find ICE tutorials and learning material
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TwinSnakes007
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Ice Tutorial - Translation to Rotation

Post by TwinSnakes007 » 30 Aug 2011, 01:03

Okay, here is my intro to ICE Kinematics. It shows you what not to do and gives a lil trick I learned from the ICE Vimeo channel as well. I increased the volume on the audio too. So, just lemme know what you guys think. All comments/critiques are welcome.

This video shows one current limitation [bug] with ICE Kinematics, which is to avoid Reading and Setting the Kine.Global from the same object.


Picking up where the first video left off, I then move on to show what you can safely do with Kine.Global. This is the classic Driver-Driven language you see in the SI documentation.


This video takes it even further by calculating a unit of rotation, so that as the size of the wheel varies, the amount of rotation varies as well, resulting in more realistic movement.
Last edited by TwinSnakes007 on 27 Sep 2011, 01:02, edited 4 times in total.

grahamef
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Re: ICE Tutorial - Want Feedback

Post by grahamef » 30 Aug 2011, 22:28

I think it's great that you asked for feedback. I have two comments:
  • The example that you show -- intercepting an object's kine values and modifying them -- can lead to instabilities, e.g. when you add animation, save and reload, etc. It would be better to use the kine values of a null or other object to drive the kine of the torus. That would also make it easier to see what's going on, i.e., we don't need to watch so closely how far you move the mouse.
  • The audio level was a little bit low.
I'm looking forward to seeing more.

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TwinSnakes007
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Re: ICE Tutorial - Want Feedback

Post by TwinSnakes007 » 31 Aug 2011, 01:20

Thanks.

There was alot of background noise, so I'll try to isolate that so I can increase the volume in post.

When you say, the demonstrated ICE can have problems with animation, do you mean an animated ice tree or key frame animation?

grahamef
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Re: ICE Tutorial - Want Feedback

Post by grahamef » 31 Aug 2011, 23:29

The instability comes from the fact that the ICE tree gets executed every time the object's kine values are pulled and updated, even if the modification has already been applied to the current values. So you will see things like:
  • Objects jumping when you begin manipulation.
  • Objects moving when reopening saved scenes.
  • Objects jumping when you set a key on the kine values.
  • Etc.

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TwinSnakes007
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Re: ICE Tutorial - Want Feedback

Post by TwinSnakes007 » 01 Sep 2011, 00:06

Okay, I removed the old videos, and will replace them with the new ones.
Last edited by TwinSnakes007 on 28 Sep 2011, 18:03, edited 1 time in total.

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TwinSnakes007
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Re: ICE Tutorial - Want Feedback

Post by TwinSnakes007 » 26 Sep 2011, 05:10

Bump - for the new videos

Chris_TC
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Re: ICE Tutorial - Want Feedback

Post by Chris_TC » 26 Sep 2011, 23:39

Thank you for the videos!

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TwinSnakes007
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Re: ICE Tutorial - Want Feedback

Post by TwinSnakes007 » 27 Sep 2011, 20:01

If users want to accept rotation from the Hub as well, you know, to simulate a car wheel being steered left or right, then simply multiply the calculated rotation by the rotation coming from the Hub and pipe that result into the rotation of the SRT to Matrix node.

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bottleofram
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Re: ICE Tutorial - Want Feedback

Post by bottleofram » 27 Sep 2011, 23:40

Oh no! You're scaring a bunch of ICE enthusiasts with your math wizardry! Ohhh... The heck were you thinking?


:))

Just kidding. Useful stuff

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TwinSnakes007
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Re: Ice Tutorial - Translation to Rotation

Post by TwinSnakes007 » 28 Sep 2011, 02:08

I was thinking of doing the Bouncing Ball rig next, or maybe the ICE IK stuff.

Any suggestions or preferences?

-TS-

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