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? > > > > >