2009

In this figure, we have specified that the physics simulation should step at
intervals of 1/240th of a second, but that we create a keyframe only once every
1/60th of a second. The red spots indicate a keyframe and simulation step,
the yellow spots are simulation steps only. This was achieved by instructing
the physics engine to employ four substeps per key. Thus, for each four
simulation steps we create only keyframe. By setting the number of substeps
we can control the accuracy of the physical simulation independent of the
number of keyframes created.
Rigid Bodies and Deformable Bodies
Rigid Bodies
Havok simulates most objects in a simulation as rigid bodies. A rigid body is
an object whose geometry doesn't change over the course of the simulation.
You can simulate any real-world object that doesn't noticeably change its
shape, from a pen to a boulder hurtling down a mountainside, as a rigid body.
Simulating objects in this way facilitates rapid physical simulation in real
Introducing Dynamics Simulation | 3895