Cinematic Physics
March 2024
Cinematic physics, or baked 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.
Baked physics are used in GoldSrc as well, with extensive usage in Condition Zero Deleted Scenes.
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