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 > >> > > > >

