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Director 11 is using the same old 3d engine.
Havok support has been dropped, but you can still use the old Havok xtra and HKE files.
Yes, but to get the HKE file I need to work with Max 5 or Plasma, corret me if I'm worng. If I'm not worng, does this mean that all the shockwave 3d games I see online were built in Max 5(or Plasma)?
Adobe says that Diector 11 will have a new and better 3d physics engine - the AGEIA Physix, and by what I have read it it ment replace the Havok, only they don't explain how it will be done exactly.
At Mockworld we never export any physics data from 3DS Max, we do all of the physics stuff in Director through code. You must simply insert a Havok Physics Scene and initialize it, I'm assuming it will work in a similar fashion with AGEIA PhysX.
So you do all the physic by code, including rigid bodies, and motor systems as well (like a car)?
Do you have a good tutorial for that?
What do you mean when you say "insert a Havok Physics Scene and initialize it" -
I have the W3D file, and I have Havok behaviors. Do you mean a 3d file built using the reactor plug-in ,and then use the "Havok (inserted HKE)" behavior? and what then?
And another question - how do I creat a HKE file member (that member with the havok icon) if not by importing it?
> how do I creat a HKE file member (that member with the havok icon) if not by importing it?
Insert -> Media Element -> Havok Physics Scene
Creating an Ageia Dynamiks member will likely be a similar process.
So, creating a car (motor+wheels and all) is also by code?
Have you got any place with good examples for it?
The Havok libs however, do not include any behavior cocerning motors, and the jeep tutorial in Havok's site is not really enough (no wheels for example).
I wonder if the new physics engine will bring an end to Director's two-cast-member approach to physics in SW3D?
It would be great if you could just do transform changes to objects in a 3D cast member and have the collisions of rigid bodies resolve right there.
Unity does it that way. ;-)