Baked physics: Difference between revisions
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Cinematic physics are baked animations created in an offline animation package that are ''not'' simulated in real-time. Valve used [http://www.blastcode.com/ Blast Code] to create complex physics simulations, which is no longer available, but there are alternative solutions. | |||
Cinematic physics are often played back in game at specific events, and they were used extensively in Half-Life 2 Episode 2, such as for the bridge destruction scenes, and in Portal 2, such as for the container ride and later demolition scenes. | |||
When creating cinematic physics, it is important to keep the limitations of the Source Engine in mind, such as limitations 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 == | == See also == | ||
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== 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] - Interlopers.net Tutorial for 3DS Max | ||
* [http://rayfirestudios.com/ RayFire Impact System] - For [[3DS Max]] | * [http://rayfirestudios.com/ RayFire Impact System] - For [[3DS Max]] | ||
* [http://bulletphysics.org Bullet Physics] - Integrated | * [https://www.sidefx.com SideFX Houdini] - Procedural 3D Toolkit including simulation tools | ||
* [http://bulletphysics.org Bullet Physics] - Integrated into Blender | |||
[[Category:Physics]] | [[Category:Physics]] |
Revision as of 13:50, 22 March 2022
Cinematic physics are baked animations created in an offline animation package that are not simulated in real-time. Valve used Blast Code to create complex physics simulations, which is no longer available, but there are alternative solutions. Cinematic physics are often played back in game at specific events, and they were used extensively in Half-Life 2 Episode 2, such as for the bridge destruction scenes, and in Portal 2, such as for the container ride and later demolition scenes.
When creating cinematic physics, it is important to keep the limitations of the Source Engine in mind, such as limitations 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 - Interlopers.net Tutorial for 3DS Max
- RayFire Impact System - For 3DS Max
- SideFX Houdini - Procedural 3D Toolkit including simulation tools
- Bullet Physics - Integrated into Blender