Full Debug???

The Havok 550 build doens't have the libs for linking full debug, i am wanting to use the debug memory manager to track memory leaks. the docs refer to a full debug and previous version of the library contained the fulldebug link libs.

anyone know where to get this, or can you just link against the debug to get the debug memory tracking?

Shareing resources between instances

Hi in our game we want to have a single server host manysmall user rooms. There will be hundreds of copys of the same basic room collision, then seperate placed colidables in each room.

This could lead to many GB of havok assets in memory if every room had it's own copy of the rigid body that makes up the room walls. Each room will be in a seperate hkpWorld instance, and we will be ticking each room in order on the server. so in each instance the room will be at the exact same location in all worlds.

Naming Animations


We are using Maya 8.5 and the Havok exporter.

The Animation Container class in Havok has a function FindSkeletonByName, but I see no FindAnimationBindingByName. I've looked at the documentation on the hkaAnimationBinding class and there doesn't seem to be any way to name animations.

We need to be able to name our animations so that we can use the right animation for the right skeleton. Does anyone know of a way to do this, and then obtain the animation name in code?

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Warm regards,

character falling from rigid body

I created a character and placed it on top of an animated rigid body (cube shape). Both have friction = 1.0, and the rigid body is animated at a slow velocity using setHardKeyFrame. The problem is that once the rigid body stops, the character immediately falls off the cube. Changing the friction does not impact the result. What can I do to ensure the character stay on the cube until I specifically move it manually?

changing world size

Is there a way to change the world size (i.e. broadphase size) after its creation?
I want to be able to load more .hkx file during the game and to make sure all rigidbodies stays inside the world (by changing the world size to include them).


Two rigidbodies not colliding properly

Has anyone experienced this problem before?

- Using autodesk maya to create 2 meshes. A box and a sphere. Sphere is a moving body falling onto the box.

- Exported to .hkx using havok content tools. *Note transform scene was set to use SCALE_FEET_XXX

- Confirmed with preview scene that sphere falls until it hits the box.

- Loaded hkx unto the graphics engine

- Sphere falls and collides somewhere in mid-air and does not seem to reach the box

~hkArray() error

I have this error in my engine, so, i've done a simple example, and i alsow get it. Example is next:

I have main.cpp with code:

#include "HavokTestFramework.h"

boost::shared_ptr htf;

void main()


htf = boost::shared_ptr(new HavokTestFramework());


and HavokTestFramework.h:

class HavokTestFramework





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