Can you 'record' physics to make 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 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)
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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.
You can't record your own, you need to decompile a model and then make the animation.
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.
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'.)