Havok Behaviorâ„¢

Havok Behavior™ is a system for developing event-driven character behaviors in a game.

The Havok Behavior product is comprised of an intuitive composition tool for artists and designers, and a run-time SDK for game programmers. Together, the Behavior tool and SDK provide “what you see is what you get” results, accelerating development of cutting edge character performances for current and next-generation game titles. 

Press Announcements on Havok Behavior

 

 Havok_Behavior_Brief_2008.pdf Havok_Behavior_Brief_2008.pdf

Havok_Behavior_Tutorial_Develop_Magazine.pdf Havok_Behavior_Tutorial_Develop_Magazine.pdf 

 

Click here to watch the PodTech GDC video on Havok Behavior.

Havok Behavior empowers game developers through the use of Hierarchical Finite State Machines and Blending Trees. The Havok Behavior tool provides an intuitive user interface and editing paradigm that lets non-technical users master these concepts in a matter of days and yet exposes impressive control and scope.

Havok Behavior’s flexible Project scheme allows individual users to self-organize and even share common animation assets in work groups, without corrupting each other’s work.

Havok Behavior’s SDK exposes behavioral controllers like balance, grab, tackle, and climbing that add unlimited variation to a character’s personality.

Havok Behavior integrates out of the box with Havok Physics™ and Havok Animation™ and supports Havok serialized animation and character assets generated in 3ds Max, Maya, and XSI modelers using Havok’s Content Tools.

Havok Behavior builds upon Havok Physics and Havok Animation, which both must be licensed.

Havok Behavior is backed by Havok’s industry-leading support and customer commitment.

Havok Behavior Tool includes:

  • A flexible project scheme and asset viewer that organizes 1000’s of character assets including rigs, skin/mesh bindings, animation clips, events, variables, sequences, and behaviors
  • A graphical editor for authoring character behaviors as Hierarchical Finite State Machines with blend trees
  • Sophisticated Blend Trees per state that match in-game results
  • Storage of Behavior assets in XML and as Havok serialized binary files that load directly in the game
  • Unique event-driven simulation mode that enables interactive traversal of arbitrarily complex state machines 
  • A Sequence editor that provides repeatable behavior testing through automated playback of event and variable manipulations 
  • Variable declarations and bindings within Blend Trees and animation clips, enabling two-way interaction between the game’s AI and the Havok Behavior SDK 
  • A “GameView” test application for verifying all character behaviors, including event generation and variable tweaking, independent of the Behavior tool (replaceable with “your game engine”) 
  • Modern UI paradigm includes undo/redo, flexible layout, floatable windows, and hot-key controls 
  • Extensive help documentation including getting started tutorials, concept overviews, and full reference material

Havok Behavior SDK Includes:  

  • Hierarchical finite state machines on current and next-generation game platforms 
  • Full support for fast loading of serialized character and behaviors assets
  • Compatible with earlier serialized character assets
  • Provides run-time integration with animation and physics techniques – enabling pose matching, powered ragdolls, and IK fix-up
  • Introduces new behavior controllers: grab, tackle, climbing, balance controls, radial selector
  • Supports AI-driven run-time variable changes at arbitrary points in the Blend Tree and in animation clips
  • Supports user-supplied custom Blend Tree nodes – enables open-ended customization within the Havok Behavior framework (requires Tool source code extensions)
  • Enables unified representation for entire character performance – including facial and hand-based animations