Importing 3dsmax scene into direct3d environment

Hey there,

I am trying to import the data from a hkx, i have the following data imported so far:

- The havok world

- Geometry of objects

Now i have retrieved the rigid bodies connected to the objects in the scene, but when i try to add the rigid bodies to the havok world my game crashes. My log contains the following:

3D Studio Max 2009

When installing the havok content tools, I see options for diff 3d modelling tools for exporting models.

I do not see one for 3d studio max 2009, which some of our artists are using. Is an exporter available for Max 2009 or is it in development?

Please advise.

Thank you.

Proper way to support holes with the hkpTriSampledHeightFieldBvTreeShape class


I need to support holes in my heightfield data. The Havok documentation alludes to using the hkpTriSampledHeightFieldBvTreeShape class in such cases, which is what I've started to do (i.e. instantiating a hkpTriSampledHeightFieldBvTreeShape around a hkpTriSampledHeightfieldCollection around a hkpSampledHeightFieldShape). I need my heightfield holes to be respected by both character proxies moving around on the terrain, and by ray and shape casts executed against the Havok world (aabbPhantoms, etc).

Navigating the scene hierarchy


I am trying to get a world transform for each mesh in the scene heirarchy.

I need to be able to get the node that contains each mesh and then I plan to use hkxScene::getWorldFromNodeTransform to get the world transform.

The problem is, the only function I can see that will get the node requires me to know the name of the node. This is info that I do not have since there is no set naming scheme for meshes in our pipeline.

rigid body character rotation

I would like to have my character use its underlying rigid body rotation.For example, when I call setHardKeyFrame on the rigid body, I would like the character to rotate accordingly. Since a rigid body character does not have rotation, all the demos I have seen manipulate the forward vector to rotate the character. Is this the correct way to solve the problem, or is there a simpler method?

Exporting Shapes

Using the exporting tools I've been able to export entities with shape information from Maya.
This is great, but not exactly what I'm currently looking for.

Is it possible to export a mesh as a collision shape (hkpShape)?

If yes, how do I export it and how do I read it in such way I get a hkpShape* from the exported file?

Kind regards,


Networked physics


After reading this article http://www.gaffer.org/game-physics/networked-physics, I'm trying to implement a client-server model with client-side-prediction with some vehicles. I'm going to use a third party game networking library, so UDP packet ordering, server thread creation for each client etc. doesn't have to be done by myself.

I'm actually more uncertain about the best way of predicting physics on the client and the stepping on the server.

Iscriversi a Havok