Getting posed bone list and sending it to OpenGL shader


I'm writing a model viewer for a game that uses the Havok engine to provide skeletal and animation playback features. Using the demo provided, I have successfully been able to load the serialized data, display the skeleton, and play back it's animation in the Visual Debugger. My next step is to attach the skeleton to the mesh (skinning) which is currently rendered in it's default pose.

Projecting decals onto hkpBvCompressedMeshShape


I'm attempting to project decals onto a mesh that is represented by the hkpBvCompressedMeshShape class, so I need to iterate through its triangles to finde the triangles that are overlapping the decal's volume area. I just have a few questions about the class functionality:

1. Do I simply use getChildShape() with getFirstKey() and getNextKey() within a loop to access triangles?

Max 2011+ 64x - Export Crash - Havok v. 2014-1-0

Hey to all,

I'm curious if anyone knew of a solution to my issue, where Max doesn't seem to be playing/working nice with the latest version of Havok in 64 bit.

Whenever I select my project and click on 'export' (even an empty scene), I get the following part highlighted in my script-caller:


Error during initializing hkMemoryRouter

Hi everyone , 
   I am new to havok and was integrating havok into my opengl workspace. I am facing a problem which I dont think anyone encountered. Well 
during initializing hkMemoryRouter using 
    hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault( hkMallocAllocator::m_defaultMallocAllocator, hkMemorySystem::FrameInfo( 500* 1024 ) );

I get access violation error. This is because somehow hkMallocAllocator::m_defaultMallocAllocator is not initialized . Any idea what might cause this problem ? 

Vehicle m_slipAngle value causes vehicle bouncing left and right


nearing beta release with my game and would need to iron out some problems I haven't been able to get rid of, starting with this one.

This is reproducible in the Car demo in Havok 2010_1_0_r1 (quite old I know).

To reproduce, modify m_slipAngle values to 0.3f and m_friction values to 5.5f or even 15.5f (bigger value amplifies the effect).

[0x2F7B7CD9] Assert: Child shape key is too big.

I'm keep geting this assert randomly during the hkpWorld->castRay() call. This happens in a rigidbody containing a hkpStaticCompoundShape. The shape has 2 child shapes: one hkpMoppBvTreeShape (a little house) and a hkpTriSampledHeightFieldBvTreeShape wrapped around a hkpTriSampledHeightFieldCollection (piece of terrain  with17x17 hieghts).
The assert only fires when the ray hits the ground. But not always, it never happens when the ray meets horizontal part of the terrain. If i make the heightmap totally flat, no problem. But flat terrain is quite boring. :)

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