I highly doubt its endorphin, I've used that before and while you can
achieve those kind of effects, its ALOT of work.

On Nov 12, 2007 11:40 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> 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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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
>
> --
> ~skidz
>
>
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>
>



--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com

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