Archive for the ‘PhysX Middleware’ Category
Autodesk has presented another video, showcasing some of the new features of MassFX – PhysX SDK based physics simulation system, that is replacing Reactor engine since 3ds Max 2012.
You can observe the process of mCloth object creation (and also it’s settings and interaction with rigid bodies), better support for concave meshes and updated interface.
It was also mentioned previously, that MassFX 2013 will also support standart forces, like PBomb and Vortex.
Amond other features, physics engine in Miarmy 1.2 is now based on PhysX SDK 3.1 (in previous releases – 2.8.4), which provides faster and more accurate rigid body physics simulation even with high number of complex jointed objects.
In addition, usage of new PxCloth solver allows “100 times faster” simulation of cloth and clothing assets.
With new PhysX 3.1 Engine, The limit on the number of dynaimc agents is gone. On an average home PC, one can easily create a scene with more than 5,000 agents enable dynamics which contains more than 85,000 RBD objects and 80,000 dynamical joints. The cloth simulation will became almost real-time.
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.
As always at the beginning of the year, Ken Pimentel (Director of Visual Communication Solutions within Autodesk) has revealed some details about new features and capabilities of upcoming versions of 3ds Max.
Few words were said about MassFX - PhysX SDK based physics simulation solution, introduced in 3ds Max 2012.
We introduced MassFX and mRigids (based on PhysX and our partnership with Nvidia) in 3ds Max 2012. It was a start on our march to a more unified dynamics experience. We’ve continued that effort with Nvidia and we think you’ll be pretty pleased with the results in general. We’re not done, but definite progress in the right direction, we hope you’re pleased with it.
“Results” will include, at least, the addition of mCloth module for cloth simulation (as revealed at SIGGRAPH 11) and forcefields functionality through standart Force objects (as you can notice from a “teaser” video below).
NVIDIA has published several Game Technology Theater feature talks, which took place at NVIDIA GDC Booth yesterday, March 2.
This particular one, called “3ds Max 2012 including nRigids with Nvidia PhysX” 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 on new mRigids rigid body dynamics system (starting 39:53).
You can view recorded “3ds Max 2012 including nRigids with Nvidia PhysX” presentation here
Autodesk has officially announced 3ds Max 2012 and 3ds Max Design 2012 – 3D modeling, animation, rendering, and compositing packages.
New set of 3ds Max products introduces first module of unified MassFX simulation system – mRigids rigid body dynamics.
Update: 3ds Max 2012 released – MassFX system overview
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 & Socket, and Gear.
MassFX system is based on PhysX plug-in for 3ds Max, and will replace existing Reactor physics engine.
In addition, new Maya 2012 is also including PhysX plug-in as part of standart package.
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.
Autodesk 3ds Max users may be familiar with XBR (project Excalibur) – 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 – recent webinar from Autodesk has revealed that Simulation sub-system within XBR will be based on PhysX SDK, instead of Reactor engine (using Havok).
Judging by XBR release date (when it’s done), we can assume that it will use PhysX SDK 3.x
LABSID, company born from the Polytechnical University of Catalonia, has published interesting demo video – 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.
Interesting piece of software was released recently – Activate3D, player’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.
According to Golem.de upcoming 3DMark 2011 benchmark won’t rely on PhysX integration, but use some in-house physics engine, based on DX 11 Compute Shaders.
From our opinion, this is natural change – solution, that brings substantial benefits to one of the GPU manufacturers, can hardly fit into unbiased benchmark, which 3DMark claims to be.