Baked physics: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(Bumped up info linking.)
Line 1: Line 1:
Baked animations created in an offline animation package (Valve use [http://www.blastcode.com/companyinfo/press.php?article=080102 Blast Code]). ''Not'' real-time!
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.
 
[http://www.interlopers.net/tutorials/27503 A guide to creating cinematic physics in XSI is available on Interlopers.]


== See also ==
== See also ==
Line 8: Line 6:
* [[ANI|.ANI File Format]]
* [[ANI|.ANI File Format]]


== External links ==
* [http://www.interlopers.net/tutorials/29040 Cinematic Physics in 3DS Max]
* [http://www.interlopers.net/tutorials/27503 Cinematic Physics in XSI]
* [http://www.blastcode.com/companyinfo/press.php?article=080102 Blast Code Demolition Software] - For [[Maya]]
* [http://www.mirvadim.com/ RayFire Impact System] - For [[3DS Max]]
[[Category:Glossary]]
[[Category:Glossary]]

Revision as of 10:17, 24 June 2010

Baked animations created in an offline animation package that are not real-time. Valve uses Blast Code to create complex physics simulations, but there are alternative solutions available.

See also

External links