EDIT: It seems that I can get collision points and easily do the collision with trigger volumes, but whenever my keyframed ragdoll passes into my keyframed trigger volume and triggers the callback, I still get the warning about keyframed and fixed bodies. How do I get rid of this warning?
I am trying to implement a hitbox system with havok, and oftentimes the hitboxes do not line up with ragdoll joints or anything and must be manually animated. This is fine with me and I am able to import the spheres that I will be using as hitboxes and I am able to animate them without a problem. The problem arises because I do not know how to set them up in the engine so that they can collide with ragdolls and use callbacks correctly. It seems like there are many options with trigger volumes and phantom shapes and stuff, so I was hoping I could get a good answer here.
I need some sort of entity that can collide with my ragdoll and give a callback (without reacting to physics at all, although I may use actions). I DO need the contact point, and I am not sure if that brings up any conflicts with any of the methods. I am currently using a rigid keyframed body for the hitboxes, and rigid keyframed bodies for the bones of the ragdoll, and this might work but it brings up tons of warnings that I am colliding two keyframed or fixed bodies. Help?