Havok Animation Resources (How to get started)

Havok Animation Resources (How to get started)

Will M.的头像

Hi folks,

I am trying to integrate Havok Animation in to a basic game engine I am building with some colleagues and I'm coming up a little short on documentation and examples.

I have the Demo Framework that comes with the free Havok SDK you download from their website which is really impressive but all of their examples rely so heavily on the demo framework made by Havok that it iss proving difficult to separate out the barebones that I need to integrate it in to my own game engine.

Does anybody know of any resources on how to integrate Havok Animation from the ground up? All I want to do right now is load in a skeleton and playback an animation, then move on to things like ragdoll and IK raytracing etc.

As I said I am slowly getting what I need from the Demo Framework but it feels right now like every level deeper I go in to the framework I just find more framework code and not the actual Havok Animation stuff!

Any help or advice would be greatly appreciated.

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HavokTim的头像

Hi Will M.--

Have you looked through the product manual available from the download site? There's  additional information on the animation system there that may be useful.

In general, my advice would be to start by getting a skeleton to animate properly, then implement skinning on top of that. First, make sure you have a system for drawing debug lines; this will let you test your skeletal animation in isolation. Next, add the code necessary to animate a skeleton, using one of the assets provided with the demos. I suggest referencing the demo "NormalBlendingDemo."

Once your skeleton animates properly, you need to implement skinning. You can extract skinning information from hkx* scene data, though the documentation is somewhat sparse. Presumably your game uses some form of model format, so it should be reasonable to export and import skinning data for each model using the same system. Skinning can be a challenging topic, so you're best off starting with very simple skinning schemes (a tesselated box skinned over two bones making a simple arm is a good first stab). Also, write your skinning algorithm in software before trying to implement it on the GPU - it will be much simpler to debug.

Please let me know if you have any specific questions about this topic.

--Tim

Will M.的头像

Hi Tim,

Thank you for your response. Thank you for the advice I think you are right and it's just going to be a case of implementing each feature one at a time and getting them working with examples.

I think I was coming at it from the wrong angle and kind of assuming Havok Animation would be like Havok Physics where I'd have dozens of lines of initialisation and setup code to get my simulation all set up and working. Whereas Havok Animation is much more modular and it's just a case of picking the features you need and getting them working!

Thanks again I wll have another look over the product manual as well.

Will,

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