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 > > > > > > _______________________________________________ > > 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

