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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