I think they might be using an XSI plugin.

On Nov 11, 2007 4:11 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> http://en.wikipedia.org/wiki/Source_engine
>
> quote:
> Cinematic Physics oversees the destruction of a two-storey forest
> shackDuring the July 2006 Electronic Arts Summer Showcase press conference,
> it was revealed that former Weta Digital employee Gray Horsfield, special
> effects destruction lead on The Return of the King and King Kong among other
> roles, is building a "Cinematic Physics" system for Source. GameSpy
> described the new system in their conference report:
>
> " The idea behind this is to give players the opportunity to experience
> in-game physics in action on a grander scale. As an example of Cinematic
> Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge
> bridge collapsing across a vast ravine. "
>
> The system appears to add the following features to Source's physics
> simulator:
>
> Deforming objects — before, physics models could not be modified except
> through animation
> Dynamic crumbling of brush geometry — before, lines of separation had to be
> specified by the mapper
> Cinematic Physics supports a keyframe system, [7] but its exact nature is
> currently unclear. It could be that an animator creates a largely complete
> but low-detail sequence which then sees details added by the physics system,
> or it could be that an animator creates a handful of single-frame states
> which are then used as motion targets for the ensuing simulation (in a
> manner not dissimilar to the Endorphin NaturalMotion technology).
>
> Either method results in a drastic reduction of developer input, thus
> allowing the creation of far more complex scenes than before with the same
> budget. It is currently unclear both whether or not keyframes are strictly
> required, and what number are needed to create a scene as complex as the
> bridge collapse demonstration.
>
> <><>
>
> endorphin: http://en.wikipedia.org/wiki/Endorphin_%28software%29
>
> but I don't know if this is what Valve is using.
>
>
>
> ----- Original Message -----
> From: "Tobias Kammersgaard"
> To: <[email protected]>
> Sent: Sunday, November 11, 2007 3:41 PM
> Subject: Re: [hlcoders] Cinematic Physics?
>
>
> > Well the name of the application would be a start, so the community'd know
> > what is to deal with :-)
> >
> > /ProZak
> >
> >
> > On 12/11/2007, Adam Maras (memzero)  wrote:
> >>
> >> Somehow it sounds like if the specifications were that easy to work
> >> with, Valve would have already released something for us.
> >>
> >> //    Adam Maras (memzero)
> >>
> >> Jorge Rodriguez wrote:
>
>
> >> > Perhaps if Valve made available some documentation and examples on the
> >> > format of the files generated by that third-party tool, the community
> >> would
> >> > be able to create their own utility for this.
> >> >
> >> > --
> >> > Jorge "Vino" Rodriguez
>
>
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>



--
~skidz

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