I have to plus one on the hand animation...do a couple meteors on a circle
scale each one a litte differently. Duplicate that a number of time and
offset that. Then look for nasty collisions...done.


On Tue, Feb 11, 2014 at 3:01 PM, Matt Lind <[email protected]> wrote:

> The focus in games is to make software that is entertaining for our
> customers.  Much of the problem solving in 3D is on the engine side.
>
> On the content creation side, such as in Softimage, the focus is to
> integrate or mimic the engine or find ways of efficiently getting data
> to/from the engine.  The critical part is to abstract game specific data so
> it is not tied to the content creation software, and inversely abstract the
> content creation software's isms from making it into the game engine.  Do
> this while still providing an environment that artists can work quickly and
> efficiently.  Not as easy as it sounds.
>
> The problem that is most encountered in Softimage and other 3D apps is you
> can't go low level enough to do what you need.  Softimage doesn't really
> support custom classes and data structures as first class citizens in their
> API.  Therefore, most implementations of toolsets are working around those
> limitations which often requires venturing into the dusty corners of the
> software where few people travel resulting in discovery of many bugs
> preventing you from reaching your goals.
>
> As for making games, it taxes your brain a lot more than film/video to
> figure out how to pull off an effect or implement an idea.  Basically, your
> MacGyver skills are really put to the test.
>
> Matt
>
>
>
>
> -----Original Message-----
> From: Eric Thivierge [mailto:[email protected]]
> Sent: Tuesday, February 11, 2014 11:50 AM
> To: Matt Lind; [email protected]
> Subject: Re: Survey - how would you do this?
>
> Are all games made in an environment from what seems to be the early 90's?
>
> And true I probably wouldn't last long in games. I like using new
> technology too much. :)
>
> Eric T.
>
> On 2/11/2014 2:47 PM, Matt Lind wrote:
> > You wouldn't last long in games with that attitude.
> >
> >
> > Matt
> >
> >
> >
> >
> > -----Original Message-----
> > From: Eric Thivierge [mailto:[email protected]]
> > Sent: Tuesday, February 11, 2014 11:46 AM
> > To: [email protected]
> > Cc: Matt Lind
> > Subject: Re: Survey - how would you do this?
> >
> > With those restrictions, get a super fast animator to animate them by
> hand.
> >
> > Eric T.
> >
> > On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
> >> 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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