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ICE
- Springs and damper attributes for ICE rigid bodies
- ICE Kinematics
- ICE can now drive the Global kinematic property
- The rigs' relationships can be expressed in a graph contained on a separate object (like a null)
- You can use the simulate ICE tree to easily do secondary dynamics
- ICE Kinematics and traditional Kinematics can live side by side
- ICE Tree
- User Tools>Replace model name with this_model
- Preference for disabling cycle checking when connecting nodes in ICE tree
- ICE Compounds and Nodes
- Includes much of Phil’s ICE Pack
- Around 130 new compounds and nodes
- Following compounds available from the new ICE Kinematics Workgroup:
| ... | Array | Debugging | Execution | Particles – Conditionals | |
| Find Closest in Array | Build Capsule | Execute Once | Test Particle ID | ||
| Get Array Maximum 2 | Build Circle | Repeat with Counter | |||
| Get Array Minimum 2 | Build Cross | While with Counter | Particles – Emission Control | ||
| Reverse Array | Build Rectangle | Filter by Particle IDs | |||
| Select Sub Array in Array | Build Square | Geometry Queries | Offset Particle From Emitter | ||
| Display Arrow | Reinterpret Location on New Geometry | ||||
| Array 2D | Display Debug Grid | Particles - Getters | |||
| Build 2D Array | Display Line | Kinematics | Get Next Particle Position | ||
| Calc Sub Array Size | Display Strand Shape | Add Constraints | Get Next Particle | ||
| Get 2D Array Size | Display Point | Constrain Between 2 Points | Get Particle Speed | ||
| Get 2D SubArray Size | Graph Value Over Time | Constrain Orientation | Get Particle Transform | ||
| Initialize 2d Array | Constrain Pose | Get Prev Particle Position | |||
| Push SubArray on 2D Array | Deformation – Hull Deformer | Constrain Position | Get Prev Particle | ||
| Select SubArray in 2D Array | Deform by Hull | Constrain to Closest Surface | |||
| Set SubArray in 2D Array | Find Hull Surface Point | Look At | Particles - Setters | ||
| Set Particle Transform | |||||
| Binary Flags | Deformation - Skinning | Math - Basic | |||
| Bit Shift Flags | Calculate Deformer Weights | Worley Noise | Particles - Strands | ||
| Clear Flag by Index | Cleanup Painted Weights | Soft Clamp | Curl Strand | ||
| Set Flag by Index | Dual Quaternion Deformation | Soft Min | Get Strand Length | ||
| Set Flags | Deformation - Effects | Soft Max | Shape Strand with Curve | ||
| Test Flag by Index | Transform Mesh | ||||
| Turbulize Mesh | Math – Trigonometry | Particles – Strand Dynamics | |||
| Conversion | Calculate Polar Ellipse | Add Strand Forces | |||
| Deg To Rad | Deformation - Verlet | Calculate Quadrant Ellipse | Emit Filler Strands | ||
| Rad to Deg | Apply Surface Stiffness | Law of Cosines | Emit Strands | ||
| (node) 3D Vector to 4D Vector | Blend Verlet Effect | Math - Vector | Init Strand Dynamics | ||
| (node) 4D Vector to 3D Vector | Correct Edge Lengths | Limit Vector Length | Strand Drag Force | ||
| (node) 3D Vector to 4x4 Matrix | Inflate Volume | Get Closest Point Between 2 Lines | Strand Dynamics Framework | ||
| (node) 4x4 Matrix to 3D Vector | Init Verlet Geometry Data | Get Closest Point Between 2 Line Segments | Strand Gravity Force | ||
| Move Points Outside Geometry | |||||
| Curves | Simulate Mesh using Verlet | Rotation | String (nodes) | ||
| Bezier4 | Verlet Framework | Increment Quaternion with 2 Vectors | String | ||
| Bezier5 | Quaternion nlerp | String File Path | |||
| Cubic B Spline | Deformation – Verlet Forces | Fishing Rod | String File Path Sequence | ||
| Curve Distance to Curve Location | Add Verlet Force | Concatenate String | |||
| Curve Location to Curve Distance | Add Verlet Forces | Find in String | |||
| Curve Location to Normalized U | Restitution Force | Get Sub String | |||
| Fit Bezier Curve | Verlet Drag Force | Split String | |||
| Normalized U to Curve Location | Verlet Wind Force | ||||
| Piecewise Cubic B Spline |
| ... | Enveloping | Geometry Queries | Inverse Kinematics | Rigging Binding | |
| Linear Blend Enveloping | Basic Collide Geometry | 2 Bone IK | Bind Deformer to ICE Rig | ||
| Raycast Geometry | 3 Bone IK Reversed | Display Bone Properties | |||
| FK Hierarchies | Raycast Ground Under toes | 3 Bone IK | |||
| Calc FK Manipulated Chain | 4 Bone IK | Secondary Dynamics | |||
| Calc Single Chain FK | Math | Calc Bone N | Apply Point Spring | ||
| Calc Volume Preservation | Calc Bone N Minus 1 | Calc Curve Driven Springy Chain | |||
| Foot Controls | Calc Bone N Minus 2 | Calc FK Driven Springy Chain | |||
| Foot Ground Pivot Multi Raycast | Spines | Toe IK | |||
| Foot Ground Pivot | Bezier Spine |
2010 년 XSIuser 대 부흥을 위해

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