The pre-baked physics pipeline allows you to bake out a physics simulation in a 3D asset creation package to keyframe data, and load it into CRYENGINE. Once the pre-baked physics are in the engine, the pieces can be detached from the animation and become physicalized.
The reactor is very simple when it comes to applying a force to your objects, there are two basic ways:
This cannot be undone, so save a copy of your scene before baking it to keys.
Here are some things to keep in mind when exporting your pre-baked physics into the engine:
Once you have exported the CGA, place it into the engine as an AnimObject.
Name | Description | |
---|---|---|
n | ActivatePhysicsDist | [FLOAT] - This is the distance from the pivot (in meters) after which the objects are forcefully detached from the animation. |
n | ActivatePhysicsThreshold | [FLOAT] - The amount of force needed to physicalize an object. This value is a fraction of the current gravity. |
? | AutoGenAIHidePts | [BOOL] - The amount of force needed to physicalize an animated object. |
? | Model | [MODEL] - The CGA model you created. |
? | ModelFrozen | [MODEL] - |
? | Pickable | [BOOL] - Defines whether or not the object can be picked up. |
Ai | Pickable | [Smart Object Classes] - |
? | Usable | [BOOL] - Defines whether or not the object can be used. |
ab | UseMessage | [String] - The message displayed when the object is in the crosshairs for use. |
Animation | ||
? | AlwaysUpdate | [BOOL] - |
ab | Animation | [String] - The animation to be played, in this case it is usually Default. |
? | Loop | [BOOL] - This will cause the animation to loop. |
? | PhysicalizeAfterAnimation | [BOOL] - Select this to physicalize all of the pieces after the animation has played. |
? | Playing | [BOOL] - With this selected, the animation will start immediately. |
n | Speed | [FLOAT] - A multiplier for the playback speed of the animation. |
ab | playerAnimationState | [String] - |
Physics | ||
? | ActivateOnDamage | [BOOL] - With this selected, any piece damaged will immediately become physicalized and detach from the animation. |
? | Articulated | [BOOL] - You need to have this selected if you are using a CGA, however, it is not selected by default. |
n | Density | [FLOAT] - Can be used instead of Mass (if mass is -1) to set the density of each node. |
n | Mass | [FLOAT] - This is the overall mass for the entire CGA. |
? | Physicalize | [BOOL] - Selects whether or not the CGA can become physicalized. |
? | PushableByPlayers | [BOOL] - Allows the object to be pushed by players. |
? | Resting | [BOOL] - Whether the object is resting initially (it is better to have it set). |
? | RigidBody | [BOOL] - If deselected, the object is static. Pre-baked physics objects must have it selected. |