As a compliment to our more advanced physics and destruction pipeline, we wanted character special moves to also affect the world in various ways. Sometimes in subtle ways and sometimes in more dramatic ways. We wanted it to feel appropriate to the action and not always feel like something earth shattering just happened. We ended up with a system that allows us to trigger and animate physics forces along side character animations, so they could be quickly and easily implemented into special moves.
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Forces can fire from stationary positions or be active for a duration. They can even be animated along complex paths to follow character movements.