create couple models of asteroids for variety, LOD for each of them.
let programmers do instancing, duplication and animation in engine and deal
with nasty math


On Tue, Feb 11, 2014 at 9:19 PM, Tim Leydecker <bauero...@gmx.de> wrote:

> Do it by hand.
>
> Create null in center of Planet.
>
> Call it Parent_Mom.
>
> Create Volume Previz Torus Helper.
>
> Create Asteroid in Origin.
>
> Create Null.
>
> Name Null Asteroid_P001.
>
> Parent Asteroid to Asteroid_P001.
>
> Animate Asteroid Rotation (its tumbling) in Origin.
>
> Snap Asteroid_P001 to Torus.
>
> Parent Asteroid_P001 to Parent_Mom.
>
> Duplicate Asteroid_P001, resulting in Asteroid_P002.
>
> Snap Asteroid_P002 to Torus.
>
> Create Null, call it Parent_Spin.
>
> Parent Parent_Mom to Parent_Spin.
>
> Animate Rotation (Y) of Parent_Spin.
>
> Create Null, name it Parent_Dad.
>
> Name Planet Forever21Planet, parent Forever21 and Parent_Spin to
> Parent_Dad.
>
> Duplicate Asteroid_P002 as often as you need and snap to Torus.
>
> Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation to spin
> faster.
>
> Delete any Asteroids you donĀ“t like, offset animations where neccessary or
> desired.
>
> Rinse, repeat.
>
> Play.
>
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> On 11.02.2014 20:23, Matt Lind wrote:
>
>> The question:
>>
>> but how do you apply the random jitter to the object positions?
>>
>

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