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 >> > >

