I did this with a curve deform, animating a few values. It give the
inner-circle rocks a faster motion than the outmost parts. The belt is a
single object. You can adjust the gaps between the rings if you switch the
viewport to 'Sync with current mode" and using modeling construction mode.
Not very interactive though.

There is no avoidance or collision. THe belt geo is heavy, maybe to much for
a game engine, I dont know. But the scene is very light. 

 

https://vimeo.com/86475294





 

From:  <mailto:[email protected]>
[email protected] [
<mailto:[email protected]>
mailto:[email protected]] On Behalf Of Matt Lind
Sent: Tuesday, February 11, 2014 8:24 PM
To:  <mailto:[email protected]>
[email protected]
Subject: Survey - how would you do this?

 

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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