Applying Predefined ICE Deformations

The predefined ICE deformations can be applied using commands on the Deform > Create menu of the ICE toolbar.

To apply a predefined deformation

In general, follow these steps to apply a predefined deformation:

1. Select the geometric object to deform. Multiple objects, hierarchies, clusters, and components are not supported.

2. Choose a command from the Deform > Create or Deform > Simulate menu of the ICE toolbar.

3. If prompted, pick any additional inputs, for example, a curve object if deforming by curve.

4. Adjust settings in the deformation’s property editor.

To modify a predefined deformation

If you want to change the settings of a predefined deformation after it has been applied, you need to open the deformation’s property editor:

1. Select the deformed object.

2. Update the ICE tree view if it is locked.

 

3. If there are multiple ICE trees in the object’s construction stack, select the desired tree in the explorer on the right of the ICE tree view.

 

4. Double-click on the deformation compound in the tree to open its property editor and make the adjustments you want.

Bend

The ICE-based Bend deformation is an alternative to the Bend operator found on the Deform menu of the Model, Animate, and Simulate toolbars.

 

1. Select the geometric object to deform.

2. Choose Deform > Create > Bend from the ICE toolbar.

3. In the Bend property editor, select the Axis to bend and set the other options as desired. You can activate Helper Display to visualize the effect better.

Deform by Curve

The ICE-based Deform by Curve is an alternative to the operator found on the Deform menu of the Model, Animate, and Simulate toolbars. It produces a slightly different effect, with some squashing in areas of high curvature. The squashing can be useful for avoiding self-penetration with sharp curves, but if you want to reduce the amount of squashing then you should use a curve with a high number of evenly spaced points.

1. Select the geometric object to deform.

2. Choose Deform > Create > Deform by Curve from the ICE toolbar.

3. Pick a curve object in the scene.

4. In the Deform by Curve property editor, select the Axis that follows the curve. You will probably need to adjust Translate Along Curve and maybe Scale Along Curve as well. Set the other options as desired.

Sculpt

The ICE-based Sculpt deformation is an alternative to the Paint Push Tool (found on the Get > Property > Map Paint Tools menu).

 

Applying Sculpt Deformations

1. Select the geometric object to deform.

2. Choose Deform > Create > Deform by Curve from the ICE toolbar.

A weight map is created and used to control the ICE deformation, and the Paint tool is automatically activated.

3. Set the options in the Sculpt property editor as desired, and click and drag in a 3D view to paint. In normal (additive) paint mode:

- To push points out, use the left mouse button.

- To push points in, either use the right mouse button or press Shift while using the left mouse button.

- To smooth, press Alt while using the left mouse button.

- To change the brush radius, press R while dragging with the left mouse button.

- To change the opacity, press E while dragging with the left mouse button. The opacity controls the amount of weight added or removed with each brush stamp.

- To change other brush properties, display the Brush Properties Property Editor [Properties Reference] by choosing Get > Property > Map Paint Tools > Brush Properties or pressing Ctrl+W.

For more information about painting, see Using Brush-based Tools [Interface and Tools].

Painting More Strokes Later

If you want to resculpt the object at a later time, you can select the original weight map and reactivate the Paint tool.

1. Select the deformed object.

2. Activate the Paint tool by pressing W or by choosing Get > Property > Map Paint Tools > Paint Tool.

3. If an object has more than one paintable property then you may need to select the desired property before painting on it. You can do this by choosing Explore > Property Maps on the MCP, and then picking the associated weight map (by default, named Sculpt_Map).

Transform Mesh

The ICE-based Transform Mesh deformation moves an object’s points. It is similar to transforming an object, but only its points move while its center is unchanged.

Despite its name, this command can be applied to any geometry type including polygon meshes, curves, NURBS surfaces, and point clouds.

1. Select the geometric object to deform.

2. Choose Deform > Create > Transform Mesh from the ICE toolbar.

3. Set the Scale, Rotate, Translate, and other options in the Transform Mesh property editor as desired.

Turbulize Mesh

The ICE-based Turbulize Mesh deformation is an alternative to the Randomize and Jitter operators found on the Deform menu of the Model, Animate, and Simulate toolbars.

Despite its name, this command can be applied to any geometry type including polygon meshes, curves, NURBS surfaces, and point clouds.

1. Select the geometric object to deform.

2. Choose Deform > Create > Turbulize Mesh from the ICE toolbar.

3. Set the options in the Turbulize Mesh property editor as desired. In particular:

- For an animated effect like Jitter, make sure that Animated is off.

- For a static effect, turn Animated off.

Smooth

The ICE-based Turbulize Mesh deformation is an alternative to the Smooth operator found on the Deform menu of the Model, Animate, and Simulate toolbars.

1. Select the geometric object to deform.

2. Choose Deform > Create > Smooth from the ICE toolbar.

3. In the Smooth property editor, set the Mode, Iterations, Strength, and other options as desired.

 

 



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