Well, a quick solution will be

1. create a group of asteroids and add the animation of the asteroids.
2. create the torus that will hold up the asteroids belt.
3. Instanciate the group of asteroids.
4. Create a object to cluster constrain of the asteroids group in dispersed
points in the torus.
5. Randomize the torus to create the jittering of the position of the
asteroids group.
6. Animate the rotation of the torus.





2014-02-11 14:06 GMT-06:00 Matt Lind <[email protected]>:

> I should probably mention we don't do realism here.  Think comic book
> style with a little Anime thrown in.
>
>
>
> Given the dimensions of the belt, asteroids could be up to 1 SI unit in
> diameter for the really large rocks.  The camera might move through this
> belt, so the fact they're small shouldn't be so readily dismissed.  This
> isn't film/video where you can sweep the stuff you don't see under the
> carpet.
>
>
>
>
>
> Matt
>
>
>
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>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Bradley Gabe
> *Sent:* Tuesday, February 11, 2014 11:48 AM
> *To:* [email protected]
>
> *Subject:* Re: Survey - how would you do this?
>
>
>
> Considering that the typical distance from one asteroid to the next is
> many thousands of kilometers,  you really shouldn't have any issues with
> collisions if you scale them properly.
>
>
>
> At your scale of 40 SI units for the asteroid belt, each asteroid would be
> well sub-pixel in diameter anyway, so I would create a torus to represent
> the belt, make it only very slightly opaque and call it a day.
>
>
>
> Sent from my iPhone
>
>
> On Feb 11, 2014, at 1:23 PM, Matt Lind <[email protected]> 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!
>
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> Matt
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>

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