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 > >

