$10 says you can't use instances....
On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:
Well, a quick solution will be
1. create a group of asteroids and add the animation of the asteroids.
2. create the torus that will hold up the asteroids belt.
3. Instanciate the group of asteroids.
4. Create a object to cluster constrain of the asteroids group in
dispersed points in the torus.
5. Randomize the torus to create the jittering of the position of the
asteroids group.
6. Animate the rotation of the torus.
2014-02-11 14:06 GMT-06:00 Matt Lind <ml...@carbinestudios.com
<mailto:ml...@carbinestudios.com>>:
I should probably mention we don’t do realism here. Think comic
book style with a little Anime thrown in.____
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Given the dimensions of the belt, asteroids could be up to 1 SI
unit in diameter for the really large rocks. The camera might
move through this belt, so the fact they’re small shouldn’t be so
readily dismissed. This isn’t film/video where you can sweep the
stuff you don’t see under the carpet.____
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Matt____
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*From:*softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] *On Behalf Of
*Bradley Gabe
*Sent:* Tuesday, February 11, 2014 11:48 AM
*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: Survey - how would you do this?____
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Considering that the typical distance from one asteroid to the
next is many thousands of kilometers, you really shouldn't have
any issues with collisions if you scale them properly. ____
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At your scale of 40 SI units for the asteroid belt, each asteroid
would be well sub-pixel in diameter anyway, so I would create a
torus to represent the belt, make it only very slightly opaque and
call it a day. ____
Sent from my iPhone____
On Feb 11, 2014, at 1:23 PM, Matt Lind <ml...@carbinestudios.com
<mailto:ml...@carbinestudios.com>> wrote:____
An artist came to my desk yesterday asking how to do what I
felt was a simple task, but after getting 80% through it I ran
into a speed bump realizing it needed custom scripting or
other advanced tools to fully resolve to satisfaction. I had
to give him a procedure that was ‘good enough’. This problem
has multiple solutions, but I am curious how others would
solve it:____
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The problem:____
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Artist must create an asteroid belt around a planet. The
asteroids are likely 2D sprites which must face the camera and
tumble as they orbit, but could be 3D objects as well.
Asteroids must vary in size, shape, and animation speed
(linear as well as rotational). Asteroids cannot collide with
anything. Movement is generally slow – like a screen saver
for your computer desktop. Asteroid positions are jittered
within the belt.____
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The question:____
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Dispersing objects into a ring is fairly straightforward
through a number of techniques, but how do you apply the
random jitter to the object positions?____
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The rules:____
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__-__Cannot use ICE____
__-__Cannot use custom scripts, custom operators, or shaders.____
__-__Must only use tools out of the box that a junior or staff
level artist would know how to use.____
__-__Must be able to create the asteroid belt, from scratch to
completion, in less than 30 minutes – and be iteration
friendly to react to art director feedback.____
__-__Ideally, the belt could be made a child of the planet in
encompasses so it can be reoriented with respect to changes in
the planet’s size/shape/tilt/orbit.____
__-__Final output must be able to exist with full integrity on
its own in a vacuum. Cannot not have dependencies on custom
code, external assets, or special case logic.____
__-__Asteroid belt fits within the default grid as seen in the
scene camera. Think torus with diameter 40 SI units, and
cross section of roughly 3 SI Units diameter____
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Ready…..GO!____
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Matt____