...and how do you propose we get the ICE data into the engine while fitting 
into existing game play AND not introducing bugs AND not introducing more work 
for the engineering staff AND not requiring file format changes which would 
force us to re-export all assets which precede it - we have nearly 9 year of 
backlog which would need to be supported?

In film/video terms, imagine introducing your next tool required you re-submit 
every shot back to the render farm to be re-rendered and forwarded to every 
department afterwards to redo their work (compositing, fx, color correct, 
audio, editing, conforming, etc...)  - when 90% of the work is in the can and 
people are already working 16 hours days 7 days a week.  Probably wouldn't be a 
popular decision.

When resources are scarce, solutions issued to artists of limited 
knowledge/skill must be in a form they can manage unsupervised which are also 
safe from jeopardizing the production.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, February 11, 2014 12:33 PM
To: XSI Mailing List
Subject: Re: Survey - how would you do this?

It's too bad about the No ICE rule because it's not terribly hard to write a 
pointcloud exporter to whatever format the engine takes.


On Tue, Feb 11, 2014 at 2:23 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:

The problem:

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.

The question:

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?

The rules:


-          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


Ready.....GO!




Matt

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