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m (removed "desc" parameter of OBD File Header that hasn't been supported since the initiative was canceled in 2008) |
(although we primarily want to document collision physics in OBOA, I was having a very hard time finding this information so I think it should be in multiple places) |
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Object animations are used for [[OBD:OBOA| | Object animations are used for [[OBD:OBOA|OBOA]] (moving objects, doors included), [[OBD:TRIG|TRIG]] (triggers), the camera, and characters. These animations change the rotation and position of the object and do not involve changes to the model geometry. Object animations may be referenced from OBOA but they can also be set using [[env_setanim]] script command. Camera animations are never referenced from data; they're started from scripts using [[cm_anim]] or [[cm_interpolate]]. Because of this the only way to tell if an animation is intended for the camera or for an object is to look at the level scripts. | ||
Objects such as the crane at the end of Chapter 1 and Muro's van at the end of Chapter 3 have an object animation played on them through [[env_anim]]. These objects generally have collision turned on, because it's the default behavior and Bungie West rarely used the NoCollision flag in OBOA. So for instance you can shoot Muro's van as it escapes Vago Lab and you will see your shots impacting the rear door. But if you study the collisions closely you will see that they are striking an invisible sphere that encompasses the visible doors. So-called "face collision" can be requested in the OBOA setup and it will calculate and use bounding boxes for collision instead of spheres, but the FaceCollision flag is only set in the vanilla game data for doors – apparently Bungie West never felt the need for accurate collision on environmental objects created with OBOA (for rounder objects, it's hard to tell the difference between the two collision models anyway). | |||
Characters can have an object animation applied to them by using [[chr_envanim]]. The object animation controls the movement of the character and it's normally used together with a [[TRAM]] that has the 'real world' flag set. This can be used to make the character appear attached to another animated object, for example Konoko riding her motorcycle in the opening of Chapter 3. | Characters can have an object animation applied to them by using [[chr_envanim]]. The object animation controls the movement of the character and it's normally used together with a [[TRAM]] that has the 'real world' flag set. This can be used to make the character appear attached to another animated object, for example Konoko riding her motorcycle in the opening of Chapter 3. | ||