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- Notes on Creating Custom Cloth Physics using Havok Content Tools 2018 by the 12th Avenger:
- - follow the tutorials included in the Havok Content Tools installation, they do a great job of introducing the basics.
- - in order to be usable in-game, your cloth setup must be processed by a filter which executes the setup when exporting. Havok Content Tools includes a sample setup filter, however it will not work out of the box as the buffer layouts must be adjusted. This requires editing and rebuilding the filter, the source code of which is included with the Havok SDK. Make sure to set up your Havok SDK installation after extracting to a common directory, this will create the visual studio project files you require. You may need to edit the python setup script to bypass the keycode check. To set up the ExecuteClothSetupFilter to work with the game you must implement hclUserSetupRuntimeDisplayData and return the buffer layout outlined below.
- - you can rebuild FileConvert to add hkCompatFormats functionality which lets you use FileConvert to upgrade any old hkx to Havok 2018.
- - DS3HavokConverter is unable to support certain havok classes which were never used in ds3 or bloodborne, most notably this includes BoneSpace operators. BoneSpace operators will be created at cloth setup execution if the number of weighted bones per vertex does not exceed 1. This behavior can be changed in the sdk, however I do not know precisely which projects need to be rebuilt for the content tools plugin to reflect this change. It seems like rebuilding the standalone filter manager after modifying hclSetup will cause it to behave according to the changes, so you can delay the execution step and do it in the standalone filter manager if need be. Alternatively you can also weight a second bone to any vertex to guarantee that an ObjectSpace operator will be chosen instead.
- - When exporting your cloth from 3ds Max make sure to check the “Do not split vertices” option in the export utility.
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