Baked physics

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Revision as of 13:50, 22 March 2022 by Nolram (talk | contribs) (Added more detail to the page, and removed the BlastCode and XSI links as neither are available anymore, making the links redundant. Added a link to Houdini instead, which is a modern industry-standard tool for simulation work.)
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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.

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