id go with what jeffrey said, but that doesnt protect against collisions.

honestly, im using ICE alot with Unity. No biggy,

If your working with a pointcloud, just take that data along with ice
kinematics, and plot the information out onto the actual assets. then
export to the game. I think you can still use ice and then just bake that
out to a game


On Wed, Feb 12, 2014 at 11:37 PM, Jeffrey Dates <[email protected]>wrote:

> 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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