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Can you 'record' physics to make a fixed animation?

For a map I'm working on I want a prop_physics/prop_dynamic to block the way by falling down once the player walks in a trigger. To make sure the player can't influence the way it falls(a la Battlefield 3/BC2) I would like to 'record' the falling down in my map using physics, and then use the 'recorded physics' make it a fixed animation.

Is there any way to do this ingame, without having to copy the whole section of my map to an animation program? TIA

You could use func_doors, func_door rotatings and check the "always close" flags, then use some triggers to control everything so it has the right timing.

You could also set the collision model for your prop_dynamic to non-solid and use player_clip brushes :)

lpfreaky90 wrote:
You could use func_doors, func_door rotatings and check the "always close" flags, then use some triggers to control everything so it has the right timing.

Problem is that I don't want a simple angular/linear movement (like a door), but I want it to look like the falling prop is affected by physics, while it actually falls the same way every time. I put a lot of effort in making my map look good, it would be kind of spoiled if players would see a prop fall down with a fixed speed and not bouncing up as it hits the ground etc(not sure if I use the correct terms, but hopefully you get what I mean)

Quote:
You could also set the collision model for your prop_dynamic to non-solid and use player_clip brushes :)

If I understand correctly you mean I should put a player_clip brush at the exact spot I see the prop land if it's non-solid? I believe the physics in Source never make something fall down EXACTLY the same way so that wouldn't work.

Valve premade a lot of panels and walls with premade animations, and they're all prop_dyanmic.
You can't record your own, you need to decompile a model and then make the animation.

If I understood you correctly, you want a falling prop to block the players way. But the player can influence its way when he steps under it while it is falling. I would create a func_brush with the playerclip texture around the area, enable it while the thing falls and disable it after that again.

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BrainstoneX wrote:
If I understood you correctly, you want a falling prop to block the players way. But the player can influence its way when he steps under it while it is falling. I would create a func_brush with the playerclip texture around the area, enable it while the thing falls and disable it after that again.

The physics of Source always 'randomize' a little. I already planned to make it impossible for players to get to the prop while it's falling, but because the physics are a bit random I want to 'record' an animation when it falls perfectly so players will always get that. To illustrate what I mean, here's the result of physics I want and the result I don't want.

In that case, there are two options. The first, help the prop not fall in unwanted directions; try putting a clip brush to prevent it falling to the floor. Option number two is going in any 3D animation software, uploading the props you want and the basic terrain of that area and animating the model. (I'm suggesting the animation because I see there is only one prop, if you were going for something really complex then it would've been a bad idea, Valve uses a physics simulator to make all the cinematic destruction scenes you see in the game)

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Instance: Co-Op Tube Ride

Please just use 3d animation software. Rayfire+3ds max = you're done

My Maps:
[spoiler][SP] Alternate[/spoiler]

In early versions of my mod (before I removed this scene entirely) I had a panel fall from the ceiling and land at the bottom of a pit, making a portable surface. To do this, i had a set of three entities. A func_brush, for the ceiling tiles when stationary, a func_physbox that falls, and a func_brush that enables when the physbox hits the floor. Basically, i made it so the player can't see it hit the floor, so that they don't see the jarring change of angle that often happened.

Also, if you want to do something blocking the players way, I suggest an explosion, a func_door to make the foremost debris fall, and just outright enable the far away debris when the explosion occurs. I recorded a video a while ago showing off a scene I did like this (the video isn't very good, but it shows off both things in the one area). O98OZYrhdbM

(for those wondering, this area, and most Portal 2 Collab textures are no longer in the mod. Just sayin'.)