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DCC PhysX plug-ins were updated to version 2.71

with 2 comments

Along with APEX 1.1 release, NVIDIA has prepared new 2.71 version of PhysX plug-ins for 3ds Max (2009-2012) and Maya (2009-2012).

Update: 2.72 plug-ins available

2.71 PhysX Plug-in for 3ds Max – Release Notes:

  • General: Fix a HW check issue for old driver causing crash for some users.
  • General: Saving file at the end of a simulation will capture transform all objects in scene.
  • General: Sprinting improvement for 3rd party plugins utilizing this plugin.
  • General: Exporter locale issue. Force to keep as period instead of comma.
  • General: Removed unused materials and shapes in exported XML files.
  • General: Fix the crash with previewer, waving flag sample.
  • General: Upgrade 3.x mode to use PhysX SDK 3.1.1
  • General: Minor toolbar tweaks.
  • General: Prevent some convex hull failure cases.
  • General: Increase contact buffer for PhysX 3.x.
  • General: Fix the bug that when in the middle baking, it restarts from time start. The reason is that Max does occasional preSave event and we prefer to rewind before saving.
  • Rigid Body: Fix button based initial motion calculation.

  • Ragdoll: Fix biped COM/pelvis matrix issues.
  • Ragdoll: Modify constraint limits of new ragdolls to not be fully open and prevent forcing constraints into special mode.  This doesn’t fully fix biped though.  That will be coming in a later patch or next release.
  • Ragdoll: Do no not add nubs on biped.
  • Clothing: Latch to nearest doesn’t initialize properly.
  • Clothing: Fix issue where bone order for LODs do not match. Remap bone IDs.
  • Clothing: Wrong APEX colors by not support BRGA color format and expecting only RGBA.
  • Clothing: Fix LOD exporting issues.
  • Clothing: Fix crash when resetting scene with disabled modifier.
  • Clothing: Fix some random crashes while painting certain models.
  • Clothing: Fix baking clothing for some user models.

2.71 PhysX plug-in for 3ds Max is available for download at Developer Support Center. Follow the path:

[Online Support] -> [Downloads] -> [APEX DCC Clothing Plugins] -> [Max 2.7.X (beta)]

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

2.71 PhysX Plug-in for Maya – Release Notes:

  • General: PhysX SDK 3.1.0 => PhysX SDK 3.1.1 upgrade.
  • General: If new file does not start at minTime then rewind.
  • General: Remove unused materials and shapes in exported XML files.
  • General: Remove broken export scale UI. It was only applicable to APEX Clothing and was located in the general section by accident. Generalized scaling will be supported at in a future release.
  • General: Toolbar improvement by switching to single click pops up menu instead of right click. Double click executes default behavior. This change is because newer releases of Maya have trouble with toolbars overriding right-click.
  • General: Samples make the sample MA file set to 2009 instead of 2012 (someone resaved accidently in newer version).
  • Ragdoll: Fixed script errors with ctdm Tutorial file. Also fixed issue with ragdoll helper scroll text height.
  • Clothing: Make clothing node start right after skincluster to make skincluster data match.
  • Clothing: If topology modifiers are uses after clothing deformer then materials must be left out.
  • Clothing: Fix for too many vertices by smart re-welding.
  • Clothing: Loading ctw throws script error.
  • Clothing: Fix crash when resetting scene with disabled modifier.
  • Clothing: Cannot paint new Cloth on older versions of Maya.

You can download 2.71 PhysX plug-in for Maya from Developer Support Center. Follow the path:

[Online Support] -> [Downloads] -> [APEX DCC Clothing Plugins] -> [Maya 2.7.X (beta)]

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

February 15th, 2012 at 1:25 am

2 Responses to 'DCC PhysX plug-ins were updated to version 2.71'

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  1. As I see in projects table, Deep Black will not have GPU@PhysX? Why is that?

      

    mareknr

    16 Feb 12 at 11:30 pm

  2. mareknr: As I see in projects table, Deep Black will not have GPU@PhysX? Why is that?

    Because they have released the demo, and as I checked – there is no GPU PhysX effects/performance boost. False promises after all.

    P.S. You should check Facebook page. I’m posting minor news and updates there.

    P.P.S. I would prefer news discussion to stay related to news post itself. You can post such questions on forum, for example – I’m checking it as frequent as blog posts :)
    Thanks.

      

    Zogrim

    17 Feb 12 at 12:14 am


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