Hmm..  I don't know why.. I must not understand the challenge.  How I'd do
it is:

1) duplicate your astroid(s)  ( in this case not instances for
art-direction )  # of times you want.
2) select all, and path constrain to a Circle Curve. ( roughly 40 units )
3) Multi-select their constraint, and set the length to r(0,100)
4) Then set the translation along the bias, and normal to be r(-5,5)
 you'll have to play with the values to get a proper dispersion.
5) now you have a ring of astroids randomly distributed along a torus.

You can animate the ring to get them all moving.
You can set keys using the random property...

*shrug*  I must not fully understand the problem.


On Tue, Feb 11, 2014 at 2:23 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!
>
>
>
>
>
>
>
>
>
> Matt
>

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