The Evil Core has taken over GLaDOS and plans to use her weapons to destroy the world! As the last person alive in Aperture, it is your duty to stop him! With the help of the Blue Core, erase Evil's memory banks and revert his hacks to the system before it is too late!

Add media Report RSS Dynamic Physics Cores (view original)
Dynamic Physics Cores
embed
share
view previous
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
DewmBot
DewmBot - - 518 comments

I like the cartoon shaded like look

Reply Good karma Bad karma-4 votes
brianx323
brianx323 - - 24 comments

it look like that becoz' is the valve hammer editor

Reply Good karma Bad karma+7 votes
Generalvivi Author
Generalvivi - - 148 comments

LuL wut?

Reply Good karma+2 votes
Hell_Diguner
Hell_Diguner - - 3,645 comments

*rolls eyes*

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

These cores were specially made so the player can carry them around while playing animations. I decompiled the original core model and split it into two parts, the eye and the outer shell. The outer shell was compiled as a physics object and the eye was compiled as a prop dynamic, that way it can play animations. When brought into the editor I attach the eye to the shell so it moves with the shell as one physics object. From here I can perform "on pickup" outputs and use that to control when the eye plays animations, I also use a "phys_keepupright" to make sure they face the player when picked up.