# Issue with moving mesh with havok (derive)

**URL:** <https://forum.babylonjs.com/t/issue-with-moving-mesh-with-havok-derive/58719>\
**Category:** Questions\
**Tags:** havok\
**Created:** [May 29, 2025, 10:03am UTC](https://forum.babylonjs.com/t/issue-with-moving-mesh-with-havok-derive/58719 "2025-05-29T10:03:36Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Pam](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/pam/32/40619_2.png) [@Pam](https://forum.babylonjs.com/u/Pam)\
**Post date:** [May 29, 2025, 10:03am UTC](https://forum.babylonjs.com/t/issue-with-moving-mesh-with-havok-derive/58719/1 "2025-05-29T10:03:36Z")

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Hi everyone, first post here.  
I’m trying to move a mesh physics body with mouse. I want to drag it like it was a normal object, no dynamics, no bounces, no friction, no gravity at all. This is because i want to get collisions infos like distance and normal vector when two meshes collide. I will manage collisions by my own.  
I’m using setTargetTransform to move the mesh, but when i stop moving the mouse the mesh keeps moving. I’m using BABYLON.PhysicsMotionType.ANIMATED as motion type. Plus, with PhysicsMotionType.ANIMATED I’m not getting collision event, while with PhysicsMotionType.DYNAMIC I get the event, but like I said I want pure kinematic movement.  
This is the playground code:

> **[Babylon.js Playground](https://playground.babylonjs.com/?BabylonToolkit#7PNVGJ%239)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL and WebGPU 3D scenes

Thank you very much.

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [May 29, 2025, 2:45pm UTC](https://forum.babylonjs.com/t/issue-with-moving-mesh-with-havok-derive/58719/2 "2025-05-29T14:45:29Z")

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cc @Cedric

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**Author:** ![Cedric](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cedric/32/2742_2.png) [@Cedric](https://forum.babylonjs.com/u/Cedric)\
**Post date:** [June 2, 2025, 9:03am UTC](https://forum.babylonjs.com/t/issue-with-moving-mesh-with-havok-derive/58719/3 "2025-06-02T09:03:48Z")

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Hi @Pam welcome to the forum!

Did you try Shape cast? [Babylon.js docs](https://doc.babylonjs.com/features/featuresDeepDive/physics/shapeCast/)

For custom handling of collision, this might be a good fit for you use case.

EDIT:  
Behavior is expected as [Babylon.js docs](https://doc.babylonjs.com/features/featuresDeepDive/physics/rigidBodies#settargettransform) will set a velocity. It mush be called every frame so velocity is updated each frame.

It’s possible to just change the mesh position : [https://playground.babylonjs.com/?BabylonToolkit#7PNVGJ#10](https://playground.babylonjs.com/?BabylonToolkit#7PNVGJ#10)

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<div class="post-metadata">

**Author:** ![Pam](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/pam/32/40619_2.png) [@Pam](https://forum.babylonjs.com/u/Pam)\
**Post date:** [June 3, 2025, 12:53pm UTC](https://forum.babylonjs.com/t/issue-with-moving-mesh-with-havok-derive/58719/4 "2025-06-03T12:53:41Z")

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Hi Cedric, thank you very much for your solution!
