Havok

Error with hkTransform

Hi Everyone,

I'm getting an breakpoint when i try to get the current transform of a Rigidbody (an static scenario and a group of boxes), loaded from an *.HKX File, this happened since I downloaded and installed the lastest Havok Free Binary Version 2012 This happens when I try t call:

thr.get4x4ColumnMajor((hkFloat32*)Mat);

on my source Code the function is:

HRESULT MSPGGeometry::OnRender( IDirect3DDevice9* pd3dDevice, D3DXMATRIX ViewProj ){

D3DXMATRIX Mat;

D3DXMATRIX rX, rY, rZ;

D3DXMatrixRotationX(&rX, 0.0001f);

Keyframed ragdoll not perfectly matching to animated skeleton

I am using the Havok export and ragdoll tutorials to test out the running animation of the given character. When running in Maya or in the game, the actual animated skeleton seems to stand straight up while running, but the radoll skeleton in the debug viewer leans forward a bit. Also if I turn or move the character very quickly, the constraints on the ragdoll seem to break and the bones end up in very strange positions (even though they return to normal within a second or so). Every bone in the ragdoll is set to MOTION_KEYFRAMED and quality at HK_COLLIDABLE_QUALITY_KEYFRAMED_REPORTING.

Custom Debug Draw

Hi, I am using Havok for physics and Ogre3d for rendering. The visual debugger is great and all, but as part of the debug mode on my game, I would like to be able to see the physics objects in the actual program. It has been suggested to me that I'll have to go through the physics world and draw each collision shape individually. My question is in 2 parts. If it is possible to set up a debug draw of the physics objects in an easier way, then I would like to know how to do that. If it is not, then I'm a bit confused on how I would get each shape out of every object in the world. Help?

Character rig

Hey folk,

I realy hope one of you people is willing to help/guide me a little bit because i’m unable to solve it on my own.

I've been having this problem with exporting a animation with the content tool. It's been a 2 week struggle now though I learned quit a lot in this period I really want to solve it.

unstable/wobbly ragdoll

Hello,

I have a ragdoll created using powered constraints/powered chains. When the root rigidbody(hip)'s motion type is set as MOTION_KEYFRAMED, the ragdoll motion looks great, but when it is set as MOTION_DYNAMIC, the whole ragdoll becomes unstable and wobbly.

Please see this video:

http://www.youtube.com/watch?v=4czIcuCYoCI

How can I setup the root rigidbody non keyframed, so that it reacts to the collisions, but keep the ragdoll stable?

Thanks

Exporting a maya character into the demos

Hello,

I just recently started working with the Havok SDKs and content tools and I am stuck; I have a rigged character is Autodesk Maya and I wish to replace HavokGirl in the CharacterController demo (Animation->Api->MotionExtraction->CharacterController) with him. Problem is that I do not know exactly how to proceed. HavokGirl has a bunch of .hkx files associated with her but from the Maya export tutorials, I only get a huge .hkt file. I am not exaclty sure on how to proceed with that in order to achieve what I am aiming for.

Any input will be really appreciated.

Crash when cloning hkaRagdollInstance

I use the following code to get a hkaRagdollInstance pointer:

hkRootLevelContainer* container=  static_cast<hkRootLevelContainer*>(hkNativePackfileUtils::loadInPlace(data,szData));

hkaRagdollInstance *corereinterpret_cast<hkaRagdollInstance*>( container->findObjectByType( hkaRagdollInstanceClass.getName() ));

hkaRagdollInstance *p=core->clone();//crashes here!! 

(data/szData contains a hkx file's raw data,which in binary package format.)

Pages

Subscribe to Havok