Ice Tutorial - Translation to Rotation
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Ice Tutorial - Translation to Rotation
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.
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.
Re: ICE Tutorial - Want Feedback
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.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: ICE Tutorial - Want Feedback
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?
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?
Re: ICE Tutorial - Want Feedback
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.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: ICE Tutorial - Want Feedback
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.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: ICE Tutorial - Want Feedback
Bump - for the new videos
Re: ICE Tutorial - Want Feedback
Thank you for the videos!
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: ICE Tutorial - Want Feedback
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.
- bottleofram
- Posts: 355
- Joined: 17 Aug 2010, 11:21
Re: ICE Tutorial - Want Feedback
Oh no! You're scaring a bunch of ICE enthusiasts with your math wizardry! Ohhh... The heck were you thinking?
Just kidding. Useful stuff
Just kidding. Useful stuff
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: Ice Tutorial - Translation to Rotation
I was thinking of doing the Bouncing Ball rig next, or maybe the ICE IK stuff.
Any suggestions or preferences?
-TS-
Any suggestions or preferences?
-TS-
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