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