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?
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).
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
What is the requirements for exporting Maya's vertex blend animations? For some reason 'Create Skeleton' filter ignores 'blendShape' animations attached to polyshape object. Havok's manual doesn't says much about deformations export.
Thanks in advance.
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:
htf = boost::shared_ptr(new HavokTestFramework());
I'm having problems with my code and Visual Studio points t a line where myhkStringMap is declared. The code looks like so:
Hi everyone, i have been trying to make run a simple demo with havok, i can compile it successfully, but when i run it i got this message:
"This application has failed to start because the application configuration is incorrect. Review the manifest file for posible errors. Reinstalling the app... "
The reason of this error could be that im using win XP?... because this demo is tested under vista.
Thanks a lot for any help.
Okay, this is from exporting my skinned mesh with animation:
In order for my heightfield collision to match my rendered mesh, I need to tessellate the heightfield such that the triangles form a diamond pattern -- in other words, a pattern where adjacent quads tessellate using alternating pairs of points (either [p00,p11] or [p01,p10]).
i'm having a problem with activating rigid body ragdolls,i created constrainted one with max and previews fine in the simulation
then loaded it from code at keyframetype and seems ok in the visual debugger
but once i enable the ragdoll to takeover (with the previous animation state) it becomes moving unstable then explode(every piece go in different place) after few seconds
this is the code that takes the previous pose from the animation statemachine and apply it to ragdoll (it works ok when the ragdol motion is keyframe)