Baked physics: Difference between revisions
(Removed stub tag (I think the article is comprehensive enough for it), added example GIF (please allow video uploads !), expanded contents, added a couple more tools for creating cinematic physics (most notably Blender and the Fracture Modifier for it).) |
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'''Cinematic physics''' are baked animations created in an offline animation package that are ''not'' simulated in real-time, typically portraying large destruction events, played back in-game by the Source Engine. Valve used [http://www.blastcode.com/ Blast Code] to create complex physics simulations in Source 1 games, which is no longer available, but there are alternative solutions. | '''Cinematic physics''' are baked animations created in an offline animation package that are ''not'' simulated in real-time, typically portraying large destruction events, played back in-game by the Source Engine. 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, which is no longer available, but there are alternative solutions. | ||
Introduced in Half Life 2 : Episode 2, Cinematic physics are often played back in game at specific events, often for narrative purposes. Cinematic physics typically get streamed in from .ani animation files, which fragment the animation data so it can get loaded on-demand in game. | Introduced in Half Life 2 : Episode 2, Cinematic physics are often played back in game at specific events, often for narrative purposes. Cinematic physics typically get streamed in from .ani animation files, which fragment the animation data so it can get loaded on-demand in game. | ||
Revision as of 18:55, 18 January 2023
Cinematic physics are baked animations created in an offline animation package that are not simulated in real-time, typically portraying large destruction events, played back in-game by the Source Engine. Valve used Blast Code to create complex physics simulations in Source 1 games, most of which were done by Gray Horsfield, which is no longer available, but there are alternative solutions. Introduced in Half Life 2 : Episode 2, Cinematic physics are often played back in game at specific events, often for narrative purposes. Cinematic physics 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 Source Engine in mind, such as limitation of object count per model, which may require using multiple models for a single effect. 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.
See also
External links
- Cinematic Physics in 3DS Max - Legacy Interlopers.net Tutorial for 3DS Max
- RayFire Simulation System - Destruction system for 3DS Max
- SideFX Houdini - Procedural 3D Toolkit including simulation tools
- Blender - Includes primitive simulation tools
- Blender Fracture Modifier - Blender 2.7 build with destruction tools