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havok 2.0

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yeah you just have your model broken up into seperate meshes or have components driven by a skeleton (bones). (you need it that way for havok as well) when you want a limb to detach you'll need to actually break up the model into 2 seperate components, or better yet, have a damaged version of the mesh in which the arm is detached. you'll most likely need seperate models anyway b/c there will be extra polys for the now torn shoulder and the arm side of the same wound. you'll also need to have some kind of rudimentary physics engine set up on your end. after swapping to the damaged state mesh, treat each component as a seperate object and just let it's collision properties take over and drive the update of the model (elasticity, mass, etc).


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