I meant that Matt was going to say that you can't instance stuff as one
additional restriction...
On 2/11/2014 3:28 PM, Emilio Hernandez wrote:
Well not $10 bucks but a sample scene will say yes.
https://dl.dropboxusercontent.com/u/49626349/Asteroids.scn
2014-02-11 14:19 GMT-06:00 Tim Leydecker <bauero...@gmx.de
<mailto:bauero...@gmx.de>>:
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.
On 11.02.2014 20:23, Matt Lind wrote:
The question:
but how do you apply the random jitter to the object positions?