ah I see! well then I would just instruct said junior to crank out as many
individual styled asteroids as low poly as possible in the style and format
desired.  get primitive>dodecohedron, randomize points and subdivide some
impact craters etc.

 and to visualize (assuming final movement & placement is done in-engine)
duplicate or instantiate as many as needed. from your video looks like
hundreds. use the multiselect and r(min,max) in the transform panel to get
them into a rough rectangular patch in one axis and to the length of the
radius of the intended asteroid belt to be.  this way a good distribution
of amounts and sizes can be ascertained straightaway.

again the r(min,max) can be used to keyframe rotations of individual
asteroids like Manny demonstrated.

then under a null these can be deformed by a curve representing the belt
and keyframing the translation along curve.

simples!   less than half hour easy


On 14 February 2014 21:53, Matt Lind <ml...@carbinestudios.com> wrote:

> Watch the video here:   http://www.wildstar-online.com/en/news/#page1
>
>
>
> At various times you’ll see asteroid belts of various radius, density, and
> orbital speed.  We needed to create a dense asteroid belt for a closeup.
>
>
>
> We don’t do photo-real.  The emotional effect from shape and movement is
> more important as the game is largely based on a comic book style.  Take a
> peek at the screenshots and other media for more examples.
>
>
>
> From a technical point of view, since this asteroid belt must perform in a
> real time environment, must be optimal in use of resources.  The challenge
> was this asteroid belt had to be created by a junior artist with no
> technical skills and done in rapid fashion unsupervised.  The question is
> how do you instruct such a person to create the asteroid belt to get the
> task done quickly (< 30 minutes), effectively, and with minimal risk
> against immediate and long term objectives related to pipeline.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
> *Sent:* Friday, February 14, 2014 12:19 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Survey - how would you do this?
>
>
>
> Sorry, thats what I meant, if you are still curious as to seeing some more
> different approaches.
>
>
>
> Also, just wanted to clarify about the orbits of the asteroids. is it like
> Saturn ring or Asteroid belt as am sure you mentioned planets.
>
>
>
> if it is a ring then definitely a bitmap approach until close up  then
> still bitmaps as they are only micrometer > meter and you could squeeze a
> lot more smaller clumps onto a bitmap versus geometry    does your engine
> do cloud gridss and can fly through them?  I  imagine an asteroid ring
> would be similar.
>
>
>
> On 14 February 2014 20:01, Matt Lind <ml...@carbinestudios.com> wrote:
>
> It was solved even before I sent out the first message.  I was just
> curious how other people would solve the same problem given the
> circumstances.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
> *Sent:* Friday, February 14, 2014 11:57 AM
>
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Survey - how would you do this?
>
>
>
>  Emilio wrote "they simply took a pristine and talented dev team who
> understood the artists, and plugged them into The Matrix"
>
>
>
> ahem.  that will be *some*, but not all of the talented dev.  am guessing
> some chose not to go work for the 'matrix' . some were then fired
> apparently in rounds of 'must make more profit for shareholders'
>
>
>
> can we get back to asteroids. Matt, has it been solved and we can end this
> thread or you still looking for some differnt ideas?
>
>
>
>
>

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