# Softimage ICE Videos

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1. 09:36

This video demonstrates a method of shattering a mesh into polygon islands and making them explode apart. special thanks to Guillaume Laforge, Mr. Core and Bradley Gabe for sharing their addons…

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• 30:19

from Eric Mootz Added 7,436 107 11

--- emTopolizer Tutorial 01 --- The following things are demonstrated and/or explained in this tutorial: starting at 00:00 > "Introduction". starting at 01:22 > "Concept…

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• 08:58

from Paul smith Added 2,083 55 8

Tutorial to make a basic Thickness map.

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• 08:22

from Paul smith Added 2,898 97 8

How to use curves to make a vector flow over an object.. which can be used for a variety of purposes.

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• 14:47

from Andy Nicholas Added 3,544 127 18

This video is for anyone who wants to get a very simple overview of how to make a particle system in ICE and how to manipulate it. I'm mainly using the ICE menu on the left hand side to set…

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• 09:54

from Christian Gotzinger Added 1,860 40 4

Intermediate level. We take a look at the spring / car suspension system I showed a few days ago, and we make a 3-point constraint using ICE nodes. I found the spring equation on Wikipedia, and…

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• 10:33

from Oleg Bliznuk Added 2,114 61 7

sorry for mistakes and my eng I didnt expensive testing - it is just simple idea and proof-of-concept No external plug-ins, scripts etc, only default nodes

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• 03:03

In this 5th Introduction video to ICE Kinematics, I discuss a simplified approach to parenting objects together. Child's 4x4 Matrix * Parent's 4x4 Matrix = Child's .kine.global. Very…

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• 04:40

In this 4th tutorial, I discuss how to parent rotations together. Rotations are multiplied together and the order that you multiply them matters. Child * Parent = Child's Global Rotation.

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• 04:37

In this 3rd tutorial, I discuss how to parent an object's position together. Positions are added together, but you want to add them along an object's rotation. When you rotate the parent…

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• 05:34

In this 2nd video, I go over how to setup custom attributes in the ICE Tree, and then setting those values on nulls.

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• 05:56

In this introduction to ICE Kinematics, I begin with the 4x4 Matrix and discuss how it's numbers correspond to a point's Scale, Rotation, and Translation.

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