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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. | 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 (that would have required [[OBD:M3GM#Geometry animation|GMAN]]). 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. See {{SectionLink|OBOA|Physics}} for details. | 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. See {{SectionLink|OBOA|Physics}} for details. | ||