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No Skin
Is a parametric, topology independent body deformation system, for now completely based on Houdini VOPs. Influences are
based on distances to skeleton, NurbS wrappers and additional geometry. Deformations are based on arbitrary techniques,
focused on body parts.

Get it here

Od Force thread


Knit Strand Compound
Distributes strands in pattern, like fabric.

What's new in latest version:
1: better distribution, now strand size always fits between neighboring strands, whatever deformation is used.
2: lighter in render time: strand segments are generated sparingly, also there are built-in strand resolution attributes.
3: default is spread in X-Z plane. NURBS surface is optional, strands will fit to NURBS only if NURBS is connected.
4: diagonal distribution, like common fabrics.
Should be much faster than old one. Fitting of strand size rely on simple, "parallel" computation, not on geometry query by distance. For later use, export the Knit Strand pro compound, using "embed internal compounds" option (if you don't already have Kristinka Hair 3).
Compound should reside under Particles/Strands.
In almost three years, I've found these nodes doing the best by converting the strands to mesh, or even better as texture generators.
If you try to render from camera, included in setup, you'll see something like this - displacement/bump of some kind of denim.


SI-Community thread
Deform By UV Compounds

Deforms the mesh by another mesh, using UV projection of master mesh.

Similar result can be achieved by using XSI Cage deform Op, or Deform by Surface, together with Shrink Wrap. But this one is using UV projection, so distortion is minimized. It doesn't require any special tweaking in order to be fast.
Originally it's created for sliding the mesh on another mesh, but I've used it also for some kind of 'projected modeling'. Mainly for cloth and high poly space-ship hulls. It definitively isn't one-step method, but I've found it very usable for 'long range' modeling, because seems to be much easier to model 'in plane'. Also, it's easy to reuse the already modelled patterns, again and again. Let's say for modeling a set of space ships of different kind, but still sharing the same style.
Deformer can carry deformation too. It doesn't work very well on meshes with sharp edges. Sample model is created, following these steps:

1: Polymesh > Subdivision from original (because ICE doesn't take subdivision Geo Approx into account) - this mesh is 'catcher' for deformation
2: Nice, well unfolded UV projection on 'catcher'
3: Disconnecting edges at UV seams on 'catcher'
4: Un simulated ICE tree with compound called 'UV Deform On Catcher'
5: New, 'modeling mesh' - this one is for modeling
6: Clone of 'modeling mesh' - as a final result - this one has another un simulated ICE tree, with compound called 'UV Deform On Mesh' The last step with cloned mesh is for convenience reason, to allow the all stages of deformation to be visible. Personally I've found this method a very usable, hope it can help the others as well.


SI-Community thread