Next you must select each object in the scene and click the RB button in the Havok tab. This converts the object into a rigid body that Havok will later apply physics to. Once your objects are rigid bodies, you can edit their setting in Maya to change mass, centre of gravity, restitution etc. It is important to add mass to any object you wish gravity to affect, otherwise it will just float there motionless.
An example scene in Maya. Note the mass of 1 for the sphere. |
You can also add 'Bake Scale' to ensure the engine does not have to perform scale calculations. |
Before we get into TwoLoc, keep in mind there are some constraints for Havok scenes. You can create materials and lighting for your objects, but you cannot do everything. First, some types of lighting (ambient) and transformations are restricted, and more importantly you cannot use any material other than lambert on your objects. Also, only single colours are allowed if you don't put a texture on your models. To preview your scene, you may add the preview tool to the Havok configuration.
The ball has just bounced off the plane. Everything seems to be working so far. |
It works! |
Using these simple concepts, you can create increasingly complex Havok scenes to use physics with. Its all about experimentation, and playing around with the many different settings that Havok provides.
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