The video is just a style reference.

The final movement is done in the Softimage scene, placement is done in a world 
editor.  Rocks cannot collide with anything.

Operators, such as deformations (other than envelopes), do not transfer into 
the engine.  Animation is plotted per frame.  Eg; a position constrained object 
will have global transforms plotted and constraint removed when exported.    
Animation is heavy data, but is filtered for cases where values do not change 
over multiple frames (FCurve is horizontal).

Keep that in mind when deciding how to use resources such as number of 
polygons, keys, textures, materials, etc…


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Friday, February 14, 2014 3:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

haha I said radius, I meant circumference :)     but yes if your junior knows 
the length of the circumference of the belt then they can make nicely designed 
and spread out patches which can then be deformed by curve at the correct speed,

On 14 February 2014 23:16, Rob Chapman 
<tekano....@gmail.com<mailto:tekano....@gmail.com>> wrote:
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<mailto: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>
 
[mailto: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<mailto: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<mailto: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>
 
[mailto: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<mailto: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?




Reply via email to