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Archive for the ‘PhysX Tools’ Category

Updated PhysXLab tool for APEX 1.1

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Updated 1.1 Beta 3 version of PhysXLab, authoring tool for APEX Destruction module, is now available.

PhysXLab 1.1 is compatible with APEX 1.1 release.

Release Notes

  • New Features
    • Ability to export “Do Not Fracture” chunks as a single ApexRenderMesh.
    • Mesh texture visualization while in cutout mode.
    • Option to make the playground mesh transparent, so that the bomb widget may be manipulated more easily.
    • PhysXLab project file icon association.
    • Tutorial links in documentation.
    • Instanced chunk highlight options available together.
    • Updated release notes.
    • US7706: Visualization to distinguish non-instanced and instanced (but with 0 offset) chunks.

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Written by Zogrim

May 16th, 2012 at 9:42 pm

Posted in PhysX Tools

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New 2.85 PhysX plug-in released with 3ds Max 2013 ans APEX 1.2 support

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In pair with 2.72 plug-in, NVIDIA has presented new 2.85.0427 version of PhysX plug-in for 3ds Max 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.

2.85 plug-in is roughly equivalent to MassFX 2013 in terms of features, except that it provides APEX Clothing support instead on mCloth simulation engine.

Release Notes

  • General
    • General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
    • General: Support for PhysX SDK 3.2 engine.
  • Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:01 pm

Posted in PhysX Tools

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2.72 PhysX plug-ins for 3ds Max and Maya available

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NVIDIA has resleased updated PhysX plug-ins of 2.7 branch – 2.72.0421 for 3ds Max (2012 - 2009) and 2.72.0511 for Maya (2013 – 2009).

nvidia-physx

Please Note: 3ds Max 2013 is supported only by 2.85 PhysX plug-in, due to significant compatibility changes in 3ds Max SDK.

2.72 PhysX plug-in for 3ds Max: Release Notes

  • APEX 1.1 update for LOD fixes.
  • APEX Clothing now exporting collision shapes once per asset instead of once per LOD.
  • APEX Clothing fix physical mesh visualization bug.
  • APEX Clothing Latch To Nearest system now only support 30 instead of 32 channels.
  • Fix crash when attempt to generate composite mesh on problematic geometry.
  • Removed friction max clamp on rigid body.
  • Fix RayFire bug – some convex fails to simulate.
  • Pop-up previewer fixes for textures usage crashes.

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Written by Zogrim

May 16th, 2012 at 8:00 pm

Posted in PhysX Tools

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Registered Developer Program: easier way to access PhysX SDK, DCC Tools and APEX

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NVIDIA is about to meet the wishes of developer community with more friendly way to take advantage of PhysX SDK and APEX ToolsRegistered Developer Program.

In comparison to previous account registration process, Developer Program features automated account approval (matter of minutes, not days) and simplified downloads structure (easier to find demanded files).

Attention ! Registered Developer Program only provides access to free binary versions of PhysX SDK, APEX DCC Tools (PhysXLab, PhysX plug-ins) and APEX SDK.

Source versions will still be available through PhysX Developer Support website only, as well as paid support.

IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE

Step 1. Go to NVIDIA Developer Zone and click “New Account” (upper right corner)

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Written by Zogrim

April 24th, 2012 at 12:47 pm

3ds Max 2013: new features of MassFX in review

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Autodesk and NVIDIA continue their effort to create the universal physics simulation system for 3ds Max package – it is known as MassFX.

What has changed in new MassFX version, that comes with 3ds Max 2013, in comparison to the first release? We have tried to answer this question in our review.

One of the main new features of MassFX 2013 is the addition of mCloth – cloth simulation module, which was co-developed with Autodesk. Despite the rumors, mCloth uses PhysX 2.8.4 cloth solver for underlying physical calculations.

In comparison to APEX Clothing tools in PhysX plug-ins, mCloth is clearly oriented on VFX area: “one click” set up (no need to skin the mesh and apply movement constraints, as for APEX), full collisions with MassFX rigid bodies with two-way interaction, vertex group operations (like pin or attach to object), support for dynamic and kinematic cloth, ability to bake the simulation in keyframes.

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Written by Zogrim

April 17th, 2012 at 4:53 am

Autodesk has announced 3ds Max 2013

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Autodesk has officially presented 3ds Max 2013 and 3ds Max Design 2013 – popular 3D modelling, rendering and animation packages.

Among other changes and improvements, MassFX, PhysX SDK based physics simulation solution, was upgraded with a number of new features.

Artists can now enjoy a more integrated and accurate dynamic toolset, thanks to a wide range of enhancements and additions to the MassFX unified system of simulation solvers.

Highlights are a new mCloth module that features tearable fabric and support for dynamic ragdoll hierarchies. In addition, improved constraints, better handling of pivot points, and enhanced UI readability help improve overall workflow.

Written by Zogrim

March 28th, 2012 at 10:47 am

Post-GDC 2012: APEX Dynamic Systems Module

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NVIDIA has uploaded a following video, revealing new, never seen before, module for APEX Framework, called APEX Dynamic Systems (it is still an early prototype, however).

Detailed description is not available yet, but it seems that this new module is supposed to speed up the creation process of complex dynamic actors like articulations, ragdolls and vehicles, by providing artist friendly environment, where one can easily create and tune such objects and preview their behaviour.

Written by Zogrim

March 20th, 2012 at 7:56 pm

Posted in PhysX Tools

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Post-GDC 2012: NVIDIA APEX Showcase

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NVIDIA has uploaded a set of demontrational videos, which were used to showcase features of NVIDIA APEX toolset, its authoring capabilities and games integrations examples at GDC 2012.

APEX Turbulence Module

We find APEX Turbulence demo particularly impressive, since particle simulation of such magnitude and complexity (scene contains up to 180 000 particles combined) is yet to be seen in games, while it can be used to create new generation of realistic smoke, dust and explosion effects.

It is good to see that this module has finally reached production stage. Turbulence is promised to be released as part of APEX 1.2

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Written by Zogrim

March 13th, 2012 at 10:31 am

GDC 2012: enhancing games with APEX

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Following presentation was held as part of GDC 2012 NVIDIA Game Technology Theather event on March 9.

Session called “Enhancing Games with APEX (Clothing, Destruction, Turbulence)” was presented by Aron Zoellner and Kevin Newkirk from NVIDIA.

Update: recording is now available on YouTube

Presentation has started with overview of APEX Clothing module using full-body clothing (tie, jacket, pants) on Bryce Wayne character from recently released Batman: Arkham City title as example. Dynamic clothing on Samaritan character was also demoed, but we had session about it at previous GDC already.

As a nice addition, few words were said about features of new clothing solver, introduced in PhysX SDK 3 (we expect it to appear in APEX Clothing 1.2):

  • Enhanced control over bending and shearing.
  • Enhanced control over high-energy dynamics.
  • Connected tapered capsule collision.

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Written by Zogrim

March 10th, 2012 at 1:33 pm

GDC 2012: dynamic, not pre-fractured PhysX destruction in real time

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More detailed videos of new experimental destruction engine with support for real-time fracturing, already previewed in previous demonstration, are now available.

In this video we show our new destruction prototype. Here, piec fractures pieces on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.

To simulate the massive amount of rigid bodies we use GRBs – GPU accelerated rigid boides.

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Written by Zogrim

March 9th, 2012 at 5:57 pm

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