<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>PhysXInfo.com - PhysX News &#187; PhysX Middleware</title>
	<atom:link href="http://physxinfo.com/news/category/physx-middleware/feed/" rel="self" type="application/rss+xml" />
	<link>http://physxinfo.com/news</link>
	<description></description>
	<lastBuildDate>Thu, 02 Feb 2012 15:33:53 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>GDC 2011: 3ds Max 2012 including nRigids with Nvidia PhysX presentation</title>
		<link>http://physxinfo.com/news/5012/gdc-2011-3ds-max-2012-including-nrigids-with-nvidia-physx-presentation/</link>
		<comments>http://physxinfo.com/news/5012/gdc-2011-3ds-max-2012-including-nrigids-with-nvidia-physx-presentation/#comments</comments>
		<pubDate>Thu, 03 Mar 2011 19:35:44 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[GDC 2011]]></category>
		<category><![CDATA[MassFX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5012</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
NVIDIA has published several Game Technology Theater feature talks, which took place at NVIDIA GDC Booth yesterday, March 2.
This particular one, called &#8220;3ds Max 2012 including nRigids with Nvidia PhysX&#8221; and presented by Shawn Hendriks from Autodesk, mostly contains general overview of 3ds Max 2012 features (despite of the title), but also provides some information [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">NVIDIA <a href="http://www.nvidia.com/object/gdc2011.html" target="_blank">has published</a> several Game Technology Theater feature talks, which took place at NVIDIA GDC Booth yesterday, March 2.</p>
<p style="text-align: justify;">This particular one, called &#8220;<span style="text-decoration: underline;">3ds Max 2012 including nRigids with Nvidia PhysX</span>&#8221; and presented by Shawn Hendriks from Autodesk, mostly contains general overview of <strong>3ds Max 2012 </strong>features (despite of the title), but also provides some information on new <a href="http://physxinfo.com/news/4956/3ds-max-2012-announced-officially/" target="_blank">mRigids rigid body dynamics</a> system (starting 39:53).</p>
<p style="text-align: justify;"><a href="http://nvidia.fullviewmedia.com/gdc2011/04-autodesk.html" title="mRigids_present"><img class="aligncenter size-full wp-image-5016" title="mRigids_present" src="http://physxinfo.com/news/wp-content/uploads/2011/03/mRigids_present.jpg" alt="" width="550" height="295" /></a></p>
<p style="text-align: justify;"><a href="http://nvidia.fullviewmedia.com/gdc2011/04-autodesk.html"></a>You can view recorded &#8220;3ds Max 2012 including nRigids with Nvidia PhysX&#8221; presentation <a href="http://nvidia.fullviewmedia.com/gdc2011/04-autodesk.html" target="_blank">here</a></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5012/gdc-2011-3ds-max-2012-including-nrigids-with-nvidia-physx-presentation/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3ds Max 2012 announced officially</title>
		<link>http://physxinfo.com/news/4956/3ds-max-2012-announced-officially/</link>
		<comments>http://physxinfo.com/news/4956/3ds-max-2012-announced-officially/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 14:36:49 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[MassFX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4956</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Autodesk has officially announced 3ds Max 2012 and 3ds Max Design 2012 &#8211; 3D modeling, animation, rendering, and compositing packages.
New set of 3ds Max products introduces first module of unified MassFX simulation system &#8211; mRigids rigid body dynamics.
Update: 3ds Max 2012 released &#8211; MassFX system overview

With mRigids, you can leverage the multi-threaded NVIDIA® PhysX® engine [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Autodesk has <a href="http://usa.autodesk.com/3ds-max/features/#channels_What%27s%20New" target="_blank">officially announced</a> <strong>3ds Max 2012</strong> and <strong>3ds Max Design 2012</strong> &#8211; 3D modeling, animation, rendering, and compositing packages.</p>
<p>New set of 3ds Max products introduces first module of unified <strong>MassFX</strong> simulation system &#8211; <strong>mRigids</strong> rigid body dynamics.</p>
<p><strong>Update:</strong> 3ds Max 2012 released &#8211; <a href="http://physxinfo.com/news/5519/3ds-max-2012-released-new-massfx-system-overview/" target="_blank">MassFX system overview</a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/3ds_max_2012_mrigids_rigidbody.jpg" rel="shadowbox[post-4956];player=img;" title="3ds_max_2012_mrigids_rigidbody_sm"><img class="aligncenter size-full wp-image-4958" title="3ds_max_2012_mrigids_rigidbody_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/03/3ds_max_2012_mrigids_rigidbody_sm.jpg" alt="" width="600" height="362" /></a></p>
<blockquote><p>With mRigids, you can leverage the multi-threaded NVIDIA® PhysX® engine to create compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. mRigids supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball &amp; Socket, and Gear.</p></blockquote>
<p><strong>MassFX</strong> system is based on <a href="http://physxinfo.com/wiki/PhysX_plug-in_for_3ds_Max" target="_blank">PhysX plug-in for 3ds Max</a>, and will replace existing Reactor physics engine.</p>
<p>We&#8217;ve already reviewed some sneak-peek videos of <strong>MassFX</strong> and spotted certain vital features &#8211; <a href="http://physxinfo.com/news/4915/new-massfx-video-showcases-convex-decomposition-feature/" target="_blank">convex decomposition</a> ans <a href="http://physxinfo.com/news/4882/physx-based-simulation-system-in-autodesk-xbr-will-be-called-massfx/" target="_blank">substeps control</a>.</p>
<p>In addition, new <strong>Maya 2012</strong> is <a href="http://news.autodesk.com/news/autodesk/20110301005102/en/Autodesk-Maya-2012-Software-Ways-Explore-Refine" target="_blank">also including</a> PhysX plug-in as part of standart package.</p>
<blockquote><p>New Simulation Options — Incorporates the multithreaded NVIDIA PhysX engine for static, dynamic and kinematic rigid-body simulations directly in the Maya viewport. The PhysX plug-in also includes kinematic ragdoll simulations and APEX Clothing.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4956/3ds-max-2012-announced-officially/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Autodesk webinar reveals plans on PhysX SDK integration into XBR</title>
		<link>http://physxinfo.com/news/4870/autodesk-webinar-reveals-plans-on-physx-sdk-integration-into-xbr/</link>
		<comments>http://physxinfo.com/news/4870/autodesk-webinar-reveals-plans-on-physx-sdk-integration-into-xbr/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 13:05:16 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4870</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Autodesk 3ds Max users may be familiar with XBR (project Excalibur) &#8211; next major generation of 3ds Max products, that is supposed to adress many issues on fundamental level and includes some new features, currently beeing in extensive development stage.
Rumors have been floating around for some time, but it seems now it is official &#8211; [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;"><a href="http://usa.autodesk.com/adsk/servlet/pc/index?id=13567410&amp;siteID=123112" target="_blank">Autodesk 3ds Max</a> users may be familiar with <strong>XBR</strong> (project Excalibur) &#8211; next major generation of 3ds Max products, that is supposed to adress many issues on fundamental level and includes some new features, currently beeing in extensive development stage.</p>
<p style="text-align: justify;">Rumors have been <a href="http://physxinfo.com/news/4417/autodesk-subscription-pack-for-3ds-max-2011-includes-2-40-physx-plug-in/" target="_blank">floating around</a> for some time, but it seems now it is official &#8211; <a href="http://area.autodesk.com/blogs/ken/excalibur_xbr_update" target="_blank">recent webinar</a> from Autodesk has revealed that <span style="text-decoration: underline;">Simulation sub-system</span> within <strong>XBR</strong> will be based on <strong>PhysX SDK</strong>, instead of Reactor engine (using Havok).</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-4871" title="Autodesk Webinar" src="http://physxinfo.com/news/wp-content/uploads/2011/02/Autodesk-Webinar.jpg" alt="Autodesk Webinar - XBR and PhysX" width="600" height="333" /></p>
<div id="attachment_4873" class="wp-caption aligncenter" style="width: 261px"><img class="size-full wp-image-4873" title="Autodesk_Webinar_QA" src="http://physxinfo.com/news/wp-content/uploads/2011/02/Autodesk_Webinar_QA.png" alt="" width="251" height="57" /><p class="wp-caption-text">QA session after the webinar</p></div>
<p style="text-align: justify;">Following <a href="http://www.youtube.com/watch?v=_LZMvlOn8V4">webinar recording</a> is giving a glimpse on some features and ideas for XBR Simulation system (<a href="http://www.youtube.com/watch?v=_LZMvlOn8V4#t=44m45s" target="_blank">starting 44:45</a>).</p>
<p style="text-align: justify;">Judging by XBR release date (when it&#8217;s done), we can assume that it will use PhysX SDK 3.x</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4870/autodesk-webinar-reveals-plans-on-physx-sdk-integration-into-xbr/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Augmented Reality demo with Kinect and PhysX</title>
		<link>http://physxinfo.com/news/4848/augmented-reality-demo-with-kinect-and-physx/</link>
		<comments>http://physxinfo.com/news/4848/augmented-reality-demo-with-kinect-and-physx/#comments</comments>
		<pubDate>Thu, 10 Feb 2011 18:25:24 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4848</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
LABSID, company born from the Polytechnical University of Catalonia, has published interesting demo video &#8211; augmented reality application, showcasing interaction between real world and virtual objects, using rigid body and cloth physics simulation by PhysX SDK and Kinect motion controller.

We will look forward for future developments.
]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;"><a href="http://www.labsid.com/" target="_blank">LABSID</a>, company born from the Polytechnical University of Catalonia, has published interesting demo video &#8211; augmented reality application, showcasing interaction between real world and virtual objects, using rigid body and cloth physics simulation by <strong>PhysX SDK</strong> and <strong>Kinect</strong> motion controller.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/7SrZk_lsF4k?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/7SrZk_lsF4k?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>We will look forward for future developments.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4848/augmented-reality-demo-with-kinect-and-physx/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Activate3D: Intelligent Character Motion</title>
		<link>http://physxinfo.com/news/4659/activate3d-intelligent-character-motion/</link>
		<comments>http://physxinfo.com/news/4659/activate3d-intelligent-character-motion/#comments</comments>
		<pubDate>Wed, 12 Jan 2011 12:44:49 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Animation]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4659</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Interesting piece of software was released recently &#8211; Activate3D, player&#8217;s motion recognition system, that combines inverse kinematics, animation synthesis, and real-time manipulation of animated characters in one technology called Intelligent Character Motion.
Following video is illustrating capabilities of Activate3D.

Animation system if fully integrated with dynamic environment, provided by PhysX SDK.
]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Interesting piece of software was <a href="http://activate3d.com/2011/01/first-release/" target="_blank">released recently</a> &#8211; <strong>Activate3D</strong>, player&#8217;s motion recognition system, that combines inverse kinematics, animation synthesis, and real-time manipulation of animated characters in one technology called <span style="text-decoration: underline;">Intelligent Character Motion</span>.</p>
<p style="text-align: justify;">Following video is illustrating capabilities of <strong>Activate3D</strong>.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/HfeKsOcGbwo?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/HfeKsOcGbwo?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Animation system if fully integrated with dynamic environment, provided by <strong>PhysX SDK</strong>.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4659/activate3d-intelligent-character-motion/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Next 3DMark will not use PhysX ?</title>
		<link>http://physxinfo.com/news/4306/next-3dmark-will-not-use-physx/</link>
		<comments>http://physxinfo.com/news/4306/next-3dmark-will-not-use-physx/#comments</comments>
		<pubDate>Mon, 20 Sep 2010 14:20:20 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[3DMark]]></category>
		<category><![CDATA[Rumors]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4306</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
According to Golem.de upcoming 3DMark 2011 benchmark won&#8217;t rely on PhysX integration, but use some in-house physics engine, based on DX 11 Compute Shaders.

Several Futuremark products like 3D mark 06 and Shattered Horizon game are using PhysX SDK, but only 3DMark Vantage features GPU/PPU accelerated physics, which can affect final CPU score.
From our opinion, this [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">According to <a href="http://www.golem.de/1009/78078.html" target="_blank">Golem.de</a> upcoming <strong>3DMark 2011 </strong>benchmark won&#8217;t rely on PhysX integration, but use some in-house physics engine, based on <span style="text-decoration: underline;">DX 11 Compute Shaders</span>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4307" title="3DMark11_Logo" src="http://physxinfo.com/news/wp-content/uploads/2010/09/3DMark11_Logo.jpg" alt="" width="550" height="235" /></p>
<p style="text-align: justify;">Several Futuremark products like <a href="http://www.futuremark.com/benchmarks/3dmark06/introduction/" target="_blank">3D mark 06</a> and <a href="http://www.shatteredhorizon.com/" target="_blank">Shattered Horizon</a> game are using PhysX SDK, but only <a href="http://www.futuremark.com/benchmarks/3dmarkvantage/introduction/" target="_blank">3DMark Vantage</a> features <span style="text-decoration: underline;">GPU/PPU</span> accelerated physics, which can affect final CPU score.</p>
<p style="text-align: justify;">From our opinion, this is <span style="text-decoration: underline;">natural change</span> &#8211; solution, that brings substantial benefits to one of the GPU manufacturers, can hardly fit into unbiased benchmark, which 3DMark claims to be.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4306/next-3dmark-will-not-use-physx/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Siemens Mechatronics Concept Designer with PhysX SDK integration</title>
		<link>http://physxinfo.com/news/4204/siemens-mechatronics-concept-designer-with-physx-sdk-integration/</link>
		<comments>http://physxinfo.com/news/4204/siemens-mechatronics-concept-designer-with-physx-sdk-integration/#comments</comments>
		<pubDate>Wed, 15 Sep 2010 16:31:05 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX SDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4204</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Siemens PLM Software, a business unit of the Siemens Industry Automation Division, has announced a new integrated machine design solution aimed at creating value for companies that develop and market machine tools and production machines &#8211; Mechatronics Concept Designer.

For physics simulation MCD solution is relaying on PhysX SDK:

Mechatronics Concept Designer also  includes a state-of-the-art [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;"><a href="http://www.plm.automation.siemens.com/en_us/" target="_blank">Siemens PLM Software</a>, a business unit of the Siemens Industry Automation Division, <a href="http://www.plm.automation.siemens.com/en_us/about_us/newsroom/press/press_release.cfm?Component=104670&amp;ComponentTemplate=822" target="_blank">has announced</a> a new integrated machine design solution aimed at creating value for companies that develop and market machine tools and production machines &#8211; <a href="http://www.plm.automation.siemens.com/en_us/products/nx/mechatronics_concept_designer/index.shtml" target="_blank">Mechatronics Concept Designer</a>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4205" title="Siemens MCD" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Siemens-MCD.jpg" alt="" width="610" height="472" /></p>
<p style="text-align: justify;">For physics simulation <span style="text-decoration: underline;">MCD</span> solution is relaying on <strong>PhysX SDK</strong>:</p>
<blockquote>
<p style="text-align: justify;"><span style="text-decoration: underline;">Mechatronics Concept Designer</span> also  includes a state-of-the-art modeling and simulation capability based on  <span style="text-decoration: underline;">NVIDIA PhysX</span> technology. This physics engine, developed with the <span style="text-decoration: underline;">PhysX  SDK</span> from NVIDIA, is similar to the software technology used in many of  today’s modern video games. This groundbreaking approach to simulation  makes it easy to quickly create and interactively validate alternative  design concepts.</p>
<p style="text-align: justify;">In addition, the user is able to interact with the  digital machine model while the simulation is running, providing the  ability to test the effects of different inputs in real time. The  ability to model real-world physical behavior in the virtual world,  based on simplified mathematical models, enables early concept  verification that helps detect and correct errors when they are least  expensive to resolve.</p>
</blockquote>
<p style="text-align: justify;">Actually, this is not the first time <strong>PhysX SDK</strong> is used for serious simulation frameworks, for example, you can recall <a href="http://www.microsoft.com/robotics/" target="_blank">Microsoft Robotics Developer Studio</a>, also featuring PhysX integration.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4204/siemens-mechatronics-concept-designer-with-physx-sdk-integration/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>RayFire Tool 1.51 available</title>
		<link>http://physxinfo.com/news/4165/rayfire-tool-1-51-available/</link>
		<comments>http://physxinfo.com/news/4165/rayfire-tool-1-51-available/#comments</comments>
		<pubDate>Tue, 14 Sep 2010 02:16:56 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[RayFire]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4165</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Mir Vadim has revealed a new version of his advanced fragmentation and destruction simulation plug-in for 3ds Max, knows as RayFire Tool.
New features in version 1.51:

Rebars support. Rigid and Glue.
Radial Fragmentation type.
And the best feature so far, RayFire Studios .


As you may remember from out PhysX from Inside Out article, RayFire Tool is relaying heavily [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Mir Vadim <a href="http://forums.cgsociety.org/showthread.php?p=6689305" target="_blank">has revealed</a> a new version of his advanced fragmentation and destruction simulation plug-in for 3ds Max, knows as <strong>RayFire Tool</strong>.</p>
<p><strong>New features</strong> in version <strong>1.51</strong>:</p>
<ul>
<li><a href="http://www.youtube.com/watch?v=Z9KgZEPml7Q" target="_blank">Rebars support</a>. Rigid and Glue.</li>
<li><a href="http://www.youtube.com/watch?v=1ME4kBkIjyY" target="_blank">Radial Fragmentation</a> type.</li>
<li>And the best feature so far, <a href="http://rayfirestudios.com/index.php?id=2" target="_blank">RayFire Studios</a> .</li>
</ul>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/-RjM9P2x5f0?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/-RjM9P2x5f0?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As you may remember from out <a href="http://physxinfo.com/articles/?page_id=268" target="_blank">PhysX from Inside Out</a> article, <strong>RayFire Tool</strong> is relaying heavily on <strong>PhysX SDK</strong> for complex simulation features.</p>
<p style="text-align: justify;">You can view pretty impressive RayFire Portfolio <a href="http://rayfirestudios.com/index.php?id=17&amp;start=0" target="_blank">here</a>. And don&#8217;t forget to check out a <a href="http://rayfirestudios.com/">new website</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4165/rayfire-tool-1-51-available/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PhysX plug-in as part of Subscription Advantage Pack for 3ds Max 2011</title>
		<link>http://physxinfo.com/news/4139/physx-plug-in-as-part-of-subscription-advantage-pack-for-3ds-max-2011/</link>
		<comments>http://physxinfo.com/news/4139/physx-plug-in-as-part-of-subscription-advantage-pack-for-3ds-max-2011/#comments</comments>
		<pubDate>Fri, 10 Sep 2010 19:40:23 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4139</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Autodesk has announced today, that  2.x PhysX plug-in for 3ds Max is going to be included into Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011.

Description:

Create more compelling, dynamic rigid-body simulations directly in the  3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Autodesk has <a href="http://area.autodesk.com/blogs/ken/3ds_max_2011_subscription_advantage_pack_revealed_iray_physx_substances" target="_blank">announced today</a>, that  <a href="http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/" target="_blank">2.x PhysX plug-in</a> for 3ds Max is going to be included into Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/huoiB95dW4A?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/huoiB95dW4A?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><strong>Description:</strong></p>
<blockquote>
<p style="text-align: justify;">Create more compelling, dynamic rigid-body simulations directly in the  3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball  &amp; Socket, and Gear.</p>
<p style="text-align: justify;">Animators can more quickly create a wider range of realistic dynamic  simulations, and can also use the toolset for modeling: for example,  creating a randomly placed landscape of rocks. Assigning physical properties – friction, density, and  bounciness – is as simple as choosing from a set of initial preset  real-world materials and tweaking parameters as required.</p>
</blockquote>
<p><strong>Update</strong>: Intesting details were revealed by Kenneth Pimentel, Director of Visual Communications Solutions at Autodesk, on <a href="http://forums.cgsociety.org/showthread.php?t=918234" target="_blank">CGTalk.com forums</a></p>
<blockquote>
<p style="text-align: justify;">We can also announce an <span style="text-decoration: underline;">ongoing partnership</span> with nvidia <span style="text-decoration: underline;">around PhysX</span>. We  entered into the partnership a little late to show much results in this  pass, but the partnership is <span style="text-decoration: underline;">significant and on-going</span>. I think you&#8217;d be  surprised at the number of research threads we&#8217;ve kicked off together.</p>
<p style="text-align: justify;">This is specifically to avoid what happened with Reactor. I think we learned our lesson.</p>
</blockquote>
<p>PhysX SDK as default physics solution for most Autodesk products ? Why not <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4139/physx-plug-in-as-part-of-subscription-advantage-pack-for-3ds-max-2011/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>thinkingParticles R4 comes with 64-bit PhysX integration</title>
		<link>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/</link>
		<comments>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 20:26:38 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[thinkingParticles]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3190</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as thinkingParticles to version R4.

In addition to other changes and enhancements, existing PhysX SDK integration is now using 64-bit PhysX solver.
Moreover, it seems now Cebas is more focused on their own rigid body solver called ShapeCollision 2:

The new ShapeCollision operator incorporates, for the [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as <strong>thinkingParticles</strong> to <a href="http://www.cebasstation.com/index.php?pid=news_next&amp;nid=364" target="_self">version R4</a>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-3191" title="Bellagio-2" src="http://physxinfo.com/news/wp-content/uploads/2010/06/Bellagio-2.jpg" alt="" width="550" height="201" /></p>
<p style="text-align: justify;">In addition to <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1082" target="_blank">other changes</a> and enhancements, existing <strong>PhysX SDK</strong> integration <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1063" target="_blank"></a>is <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1063" target="_blank">now using</a> <strong>64-bit PhysX</strong> solver.</p>
<p style="text-align: justify;">Moreover, it seems now Cebas is more focused on their own rigid body solver called <strong>ShapeCollision 2</strong>:</p>
<blockquote>
<p style="text-align: justify;">The new ShapeCollision operator incorporates, for the first time ever, true Multi-Core (CPU) support for most parts of its collision detection and overall solving. The accuracy of the solver has been enhanced <strong>beyond belief</strong> and the stability that you derive <strong>is unmatched</strong> by the old ShapeCollision or any PhysX simulation.</p>
<p style="text-align: justify;">Speed is always an issue in complex physics simulations, PhysX delivers already fast game quality physics but it is not good enough for the Hollywood style of effects, which <strong>need way more accuracy</strong> than PhysX can deliver. Thanks to a much more enhanced multi-core (CPU) support that SC has to offer, the simulation times can be reduced by a factor, as much as, 10 times when compared to the good old ShapeCollision!</p>
</blockquote>
<p style="text-align: justify;">However, it seems good grain of salt is needed here <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

