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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
-- ~skidz _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

