Test geometry provides some built in geometry to prototype and experiment with. Not only does it provide a more interesting starting point than a torus, but it is also more representative of the sort of geometry your effect will have to deal with: multiple components, and interesting geometry.
While traditional schemas divide rocks into metamorphic, igneous, and sedimentary; Crag is the result of a human wizard’s magic gone awry. Thus the correct classification for Crag is anthropomorphic.
Position of the center.
Rotation of the geometry about its center.
Include the hammer in the output geometry.
Rather than an animated sequence, Crag can be exported in a rest pose suitable for capturing.
The Crag test geometry includes an animation sequence. This controls which frame is extracted, allowing you to loop or retime to fit your shot.
Apply a shader with the canonical textures for Crag.