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?



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