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?