Some of my students are running into an issue that whenthey load a HKX file that has more than one fixed rigid body in Maya only the parent is loaded. The children are not loaded.
Looking deeper we found that hkpPhysicsData can only find a rigid body by name so if you havemore than 1 you will need to have a list of names which is not efficient.
What's the optimal way to create a terrain collision meshwith multiple nodes in Maya and load an HKX file as a singlephysics system? One physic system with multiple rigid body objects?
This is the creation object construct that we are using when loading HKX files.
// creation of physics object from havok content tools
PhysicsObject::PhysicsObject(char* hkx_Path,char* entity_Name,GameObjectManager* gameManager,HavokObjectSubType hsType) :HavokObject()
physicsWorld = gameManager->GetWorld();
HK_ASSERT(0x215d080c, infile.isOk() );
physicsData = hkpHavokSnapshot::load(infile.getStreamReader(), &memData);
rigidBodyObject = physicsData->findRigidBodyByName(entity_Name);
if (hsType == PHYSICS_KEYFRAMED)
//m_time = 0;
else if (hsType == PHYSICS_FIXED)
Thanks for your help,