Hello and welcome to the list,
I'm not sure if I completely understand your question but you can certainly
read orientations (bone, nulls, etc.) in ICE and you can also drive shape
weights. I think it should then be possible to do what you require. Outside
of ICE, have you looked at the "Link Deform with Orientation" command? This
sits in: Animate > Deform > Shape > Deform Keys. Docs here:
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340

Hope this helps,
Sajjad


On 16 February 2014 08:42, Siew Yi Liang <[email protected]> wrote:

>  Hi all!
>
> First time posting on the list, so if this is too simple/inane a question,
> sorry. (I did google and si-community search this but didn't see anything
> on the subject so I thought I'd ask)
>
> I know of the Deform Shape Keys function for handling pose space
> deformation in XSI. However, as part of a small little project I'm working
> on, I was wondering if there was a way to emulate the workflow I use in
> Maya for such a task, which is to create pose readers, that read the angle
> between two joints, and then use that angle to drive a corrective
> shape...in ICE.
>
> I'm not super experienced in ICE, so I just wanted to ask if this was
> advisable/possible to do via ICE? I've poked around and bit and seen that I
> can get angle between two vectors, so I'm thinking it should? (though
> making that into an actual ICE poseReader compound is another matter of
> course)
>
> I would like to know if any pro riggers are willing to offer their advice
> on what you guys do to deal with this (short of doing actual muscle
> simulation), or if there's a common tutorial on such a subject or a
> specific compound made for this that I don't know of. Also would it be
> faster to use deform keys, or ICE for this sort of thing? I'm still not
> very clear on what tasks should/shouldn't be done via ICE, from a
> performance standpoint.
>
> The bigger part of this question is because I am thinking of (attempting
> to, at least) making a similar tool eventually in ICE that could emulate a
> corrective sculpting solution similar to Daniel S. Lima's blendshape
> corrective sculpt tools for Maya: http://danielslima.com/ Which allows
> for intermediate corrective sculpts to be made to the model, all in an
> interactive fashion. Would be really nice to have for simple rigs in lieu
> of a more elaborate muscle system.
>
> Thank you!
>
> --
> Yours sincerely,
> Siew Yi Liang
>
>

Reply via email to