As usually, certain talks will be demonstrating latest advances in PhysX and APEX technologies. Let’s take a look:
March 7th, Booth #1424
3dsMax with MassFX
11:00am - 12:00pm. Chris Murray, Autodesk
Autodesk’s implementation of MassFX within 3dsMax will show you just how easy the workflow is for rigid body dynamics and how versatile to the tool can be. Additionally, Autodesk will be giving a technology preview of some aspects of MassFX currently being experimented with in 3dsMax.
IKinema IK for Combining Physics and Animation in Maya
2:00pm - 3:00pm. Alexandre Pechev, IKinema
IKinema is a production-proven solution for animating with inverse kinematics (IK) in Maya. Come see how we combine IKinema IK with NVIDIA’s PhysX Plugin for Maya to produce animations that can capture a character’s intent and physical simulation at with an improved speed and accuracy over handmade animations. Dressing the character with APEX Clothing can add even more dramatic physical effects and secondary motion to your film or game.
March 8th, Room 2011 & Booth #1424
Enhancing Games with Clothing and Destruction
4:00pm - 5:00pm. Aron Zoellner, NVIDIA. Kevin Newkirk, NVIDIA
In this two-part presentation, we will first show you step by step how physically simulated clothing was added to Bruce Wayne in Batman: Arkham City – we will go through the DCC authoring pipeline, importing to UE3, running the asset in a game level and discuss how to avoid common problems when moving from static to dynamic clothing. Next we will demonstrate clothing using the lead character from Epic’s Samaritan demo as a playable character in UE3.
In the second part of the session we will be focusing on the APEX Destruction pipeline using PhysXLab and go through the authoring of recent destruction game examples as well as authoring the massive destruction in the UE3 Art Gallery Demo.
March 9th, Booth #1424
Enhancing games with APEX (Clothing, Destruction, Turbulence)
2:00pm – 3:00pm. Aron Zoellner, NVIDIA. Kevin Newkirk, NVIDIA
APEX has been used in various games to enhance game interactivity. In this session we will show you how APEX Modules (Destruction, Clothing) can be used to add more realistic clothing and destruction into your game. We will provide several APEX examples in current games and guide you through the entire pipeline of authoring, importing and setup of APEX Clothing and Destruction in a UE3 level.
This session will provide an overview of the full NVIDIA APEX suite of tools used in the creation of clothing and destruction as well as an overview of the upcoming APEX Turbulence module.