Baked physics: Difference between revisions

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Baked animations created in an offline animation package that are ''not'' real-time. Valve uses [http://www.blastcode.com/companyinfo/press.php?article=080102 Blast Code] to create complex physics simulations, but there are alternative solutions available.
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[[File:Hl2ep2-trainbridge-cinephys.gif|300px|thumb|An example of cinematic physics from the beginning of {{hl2ep2|4}}.<br>(Click to view if GIF does not play automatically).]]
'''Baked physics''', sometimes referred to as "cinematic physics", are baked animations created in an offline animation package that are ''not'' simulated in real-time, typically portraying large destruction events then played back in-game. Valve used [http://www.blastcode.com/ Blast Code] to create complex physics simulations in Source 1 games, most of which were done by Gray Horsfield. Blast Code is no longer available, however, there are alternatives.<br>
In {{czds|1}} and {{hl2ep2|1}}, baked physics are often played back in game at specific events, often for narrative purposes. In Source, baked physics animations typically get streamed in from [[ANI]] animation files, which fragment the animation data so it can get loaded on-demand in game.<br>
When creating cinematic physics, it is important to keep the limitations of the target game engine in mind, such as limitation of object count per model, which may require using multiple models for a single effect. In Source, it is recommended to create the model in 3 states : pre-destruction, the actual destruction animation, and a post-destruction model that Source can show after the animation has finished.
 
{{cleanup|This concept is engine-agnostic and was not introduced with {{hl2ep2|2}}.<br>Baked physics are used in {{goldsrc|4}} as well, with extensive usage in {{czds|4}}.
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{{Confirm|In {{l4d|1}} and {{l4d2|1}}, there is a folder named {{code|hybridphysx}}, inside {{code|models}}, contains baked physics ({{code|.ani}}) which are presumably seems to be created using Nvidia PhysX.}}


== See also ==
== See also ==
* [[Model Creation Overview]]
* [[$animblocksize]]
* [[$animblocksize]]
* [[ANI|.ANI File Format]]
* [[ANI|.ANI File Format]]
* [[Model Creation Overview]]


== External links ==
== External links ==
* [http://www.interlopers.net/tutorials/29040 Cinematic Physics in 3DS Max] - Interlopers.net Tutorial
* [http://www.interlopers.net/tutorials/29040 Cinematic Physics in 3DS Max] - Legacy Interlopers.net Tutorial for 3DS Max
* [http://www.interlopers.net/tutorials/27503 Cinematic Physics in XSI] - Interlopers.net Tutorial
* [http://rayfirestudios.com/ RayFire Simulation System] - Destruction system for [[3DS Max]]
* [http://www.blastcode.com/companyinfo/press.php?article=080102 Blast Code Demolition Software] - For [[Maya]]
* [https://www.sidefx.com SideFX Houdini] - Procedural 3D Toolkit including simulation tools
* [http://rayfirestudios.com/ RayFire Impact System] - For [[3DS Max]]
* [http://https://www.blender.org Blender] - Includes primitive simulation tools
[[Category:Glossary]]
* [https://github.com/scorpion81/blender-fracture Blender Fracture Modifier] - Blender 2.7 build with destruction tools
* [https://the303.org/tutorials/gold_mdl_phys.htm GoldSrc baked physics tutorial by The303]
[[Category:Physics]]
[[Category:Physics]]

Latest revision as of 21:37, 27 March 2025

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An example of cinematic physics from the beginning of Half-Life 2: Episode Two Half-Life 2: Episode Two.
(Click to view if GIF does not play automatically).

Baked physics, sometimes referred to as "cinematic physics", are baked animations created in an offline animation package that are not simulated in real-time, typically portraying large destruction events then played back in-game. Valve used Blast Code to create complex physics simulations in Source 1 games, most of which were done by Gray Horsfield. Blast Code is no longer available, however, there are alternatives.
In Condition Zero Deleted Scenes and Half-Life 2: Episode Two, baked physics are often played back in game at specific events, often for narrative purposes. In Source, baked physics animations typically get streamed in from ANI animation files, which fragment the animation data so it can get loaded on-demand in game.
When creating cinematic physics, it is important to keep the limitations of the target game engine in mind, such as limitation of object count per model, which may require using multiple models for a single effect. In Source, it is recommended to create the model in 3 states : pre-destruction, the actual destruction animation, and a post-destruction model that Source can show after the animation has finished.

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This article or section needs to be cleaned up to conform to a higher standard of quality because:
This concept is engine-agnostic and was not introduced with Half-Life 2: Episode Two Half-Life 2: Episode Two.
Baked physics are used in GoldSrc GoldSrc as well, with extensive usage in Condition Zero Deleted Scenes Condition Zero Deleted Scenes.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
Confirm:In Left 4 Dead and Left 4 Dead 2, there is a folder named hybridphysx, inside models, contains baked physics (.ani) which are presumably seems to be created using Nvidia PhysX.

See also

External links