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	<title>PhysXInfo.com - PhysX News &#187; PhysX Tools</title>
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		<title>Updated PhysXLab tool for APEX 1.1</title>
		<link>http://physxinfo.com/news/8418/updated-physxlab-tool-for-apex-1-1/</link>
		<comments>http://physxinfo.com/news/8418/updated-physxlab-tool-for-apex-1-1/#comments</comments>
		<pubDate>Wed, 16 May 2012 18:42:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[PhysXLab]]></category>

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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 &#8220;Do Not Fracture&#8221; 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 [...]]]></description>
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<p style="text-align: justify;">Updated <strong>1.1 Beta 3</strong> version of <a href="http://physxinfo.com/wiki/PhysXLab">PhysXLab</a>, authoring tool for APEX Destruction module, is now available.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-8425" title="physxlab_11_b3" src="http://physxinfo.com/news/wp-content/uploads/2012/05/physxlab_11_b3.jpg" alt="" width="550" height="313" /></p>
<p style="text-align: justify;"><strong>PhysXLab 1.1</strong> is compatible with <a href="http://physxinfo.com/news/6120/nvidia-apex-1-1-is-available-gpu-rigid-bodies-feature-included/">APEX 1.1</a> release.</p>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">Release Notes</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<ul>
<li style="text-align: justify;">New Features
<ul style="text-align: justify;">
<li>Ability to export &#8220;Do Not Fracture&#8221; chunks as a single ApexRenderMesh.</li>
<li> Mesh texture visualization while in cutout mode.</li>
<li> Option to make the playground mesh transparent, so that the bomb widget may be manipulated more easily.</li>
<li> PhysXLab project file icon association.</li>
<li> Tutorial links in documentation.</li>
<li> Instanced chunk highlight options available together.</li>
<li> Updated release notes.</li>
<li style="text-align: justify;"> US7706: Visualization to distinguish non-instanced and instanced (but with 0 offset) chunks.</li>
</ul>
</li>
</ul>
<p><span id="more-8418"></span></p>
<ul>
<li style="text-align: justify;">Bug-fixes
<ul style="text-align: justify;">
<li>Removed non-functioning group fracture menu.</li>
<li> Fixed DE4674: Asset is jumping in place after damage is applied.</li>
<li> Fixed defect with behavior of asset setting flags, depth <em>All</em> has correct effect.</li>
<li style="text-align: justify;"> Fixed DE1161: Saved destruction preset not loading correctly.</li>
</ul>
</li>
</ul>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">Downloads</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>PhysXLab 1.1 Beta 3</strong> can be downloaded through <a href="http://developer.nvidia.com/" target="_blank">PhysX Registered Developer Program</a>.</p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration,  please refer to <a href="http://physxinfo.com/news/8210/registered-developer-program-easier-way-to-access-physx-sdk-dcc-tools-and-apex/" target="_blank">our new guide</a>.</tt></p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>New 2.85 PhysX plug-in released with 3ds Max 2013 ans APEX 1.2 support</title>
		<link>http://physxinfo.com/news/8347/new-2-85-physx-plug-in-released-with-3ds-max-2013-and-apex-1-2-support/</link>
		<comments>http://physxinfo.com/news/8347/new-2-85-physx-plug-in-released-with-3ds-max-2013-and-apex-1-2-support/#comments</comments>
		<pubDate>Wed, 16 May 2012 17:01:35 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[MassFX]]></category>
		<category><![CDATA[PhysX 3]]></category>
		<category><![CDATA[plug-in]]></category>

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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 [...]]]></description>
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<p style="text-align: justify;">In pair with <a href="http://physxinfo.com/news/8387/2-72-physx-plug-ins-for-3ds-max-and-maya-available/">2.72 plug-in</a>, <strong>NVIDIA</strong> has presented new <strong>2.85.0427 version </strong>of <a href="http://physxinfo.com/wiki/PhysX_plug-in_for_3ds_Max">PhysX plug-in</a> for <strong>3ds Max</strong> 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-8380" title="PhysX_2-85" src="http://physxinfo.com/news/wp-content/uploads/2012/05/PhysX_2-85.jpg" alt="" width="550" height="287" /></p>
<p style="text-align: justify;"><strong>2.85 plug-in</strong> is roughly equivalent to <a href="http://physxinfo.com/news/8099/3ds-max-2013-new-features-of-massfx-in-review/">MassFX 2013</a> in terms of features, except that it provides <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> support instead on <span style="text-decoration: underline;">mCloth</span> simulation engine.</p>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">Release Notes</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<ul>
<li style="text-align: justify;">General
<ul>
<li>General: Support for <span style="text-decoration: underline;">APEX 1.2</span> (however, PhysX 3 cloth is not yet functional)</li>
<li>General: Support for <span style="text-decoration: underline;">PhysX SDK 3.2</span> engine.</li>
</ul>
</li>
<p><span id="more-8347"></span></p>
<li style="text-align: justify;">Rigid Body
<ul>
<li>New <span style="text-decoration: underline;">convex decomposition</span> algorithm for approximating non-convex meshes.</li>
<li>Controls to assist in more control over the contact shell (aka skinWidth, aka collisionOverlap) to allow and favor the shell to be outside of the shape so that at maximum overlap objects do not penetrate.</li>
<li>Resizable contact buffer for PhysX 3 engine.</li>
</ul>
</li>
<li style="text-align: justify;">Constraints
<ul style="text-align: justify;">
<li>New targeting sub-object modifier to help with singularity conditions.</li>
<li>New targeting sub-object modifier to set the twist starting location.</li>
<li><span style="text-decoration: underline;">Improved workflow</span> around parameters which are tied together and may be enable/disabled.</li>
</ul>
</li>
<li style="text-align: justify;">Ragdolls
<ul style="text-align: justify;">
<li>Now provides pre-configured constraint limits on <span style="text-decoration: underline;">biped</span>.</li>
<li>Now maintains constraint position at bone pivot point (reset on simulation start if moved but maintains orientation).</li>
<li>Regeneration groups manager.</li>
<li>Mass redistribution.</li>
<li>Basic <span style="text-decoration: underline;">CAT support</span> (Not to the same level at biped yet).</li>
</ul>
</li>
<li style="text-align: justify;">APEX Clothing
<ul style="text-align: justify;">
<li style="text-align: justify;">Latch To Nearest system now only support 30 instead of 32 channels.</li>
</ul>
</li>
</ul>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">Downloads</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>PhysX plug-in</strong> version <strong>2.85 for 3ds Max</strong> is available through <a href="http://developer.nvidia.com/" target="_blank">PhysX Registered Developer Program</a>.</p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration,  please refer to <a href="http://physxinfo.com/news/8210/registered-developer-program-easier-way-to-access-physx-sdk-dcc-tools-and-apex/" target="_blank">our new guide</a>.</tt></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/8347/new-2-85-physx-plug-in-released-with-3ds-max-2013-and-apex-1-2-support/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>2.72 PhysX plug-ins for 3ds Max and Maya available</title>
		<link>http://physxinfo.com/news/8387/2-72-physx-plug-ins-for-3ds-max-and-maya-available/</link>
		<comments>http://physxinfo.com/news/8387/2-72-physx-plug-ins-for-3ds-max-and-maya-available/#comments</comments>
		<pubDate>Wed, 16 May 2012 17:00:52 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=8387</guid>
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NVIDIA has resleased updated PhysX plug-ins of 2.7 branch &#8211; 2.72.0421 for 3ds Max (2012 - 2009) and 2.72.0511 for Maya (2013 &#8211; 2009).

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 [...]]]></description>
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<p style="text-align: justify;"><strong>NVIDIA</strong> has resleased updated <a href="http://physxinfo.com/wiki/Category:DCC_plug-ins">PhysX plug-ins</a> of 2.7 branch &#8211; <strong>2.72.0421 </strong>for <strong>3ds Max</strong> (<span style="text-decoration: underline;">2012 -</span><span style="text-decoration: underline;"> 2009</span>) and <strong>2.72.0511</strong> for <strong>Maya</strong> (<span style="text-decoration: underline;">2013 &#8211; </span><span style="text-decoration: underline;">2009</span>).</p>
<p style="text-align: center;"><img class="nob aligncenter" title="nvidia-physx" src="http://physxinfo.com/news/wp-content/uploads/2009/09/nvidia-physx-300x106.jpg" alt="nvidia-physx" width="210" height="74" /></p>
<p style="text-align: justify;">Please Note: 3ds Max 2013 is supported only by <a href="http://physxinfo.com/news/8347/new-2-85-physx-plug-in-released-with-3ds-max-2013-and-apex-1-2-support/">2.85 PhysX plug-in</a>, due to significant compatibility changes in 3ds Max SDK.</p>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">2.72 PhysX plug-in for 3ds Max: Release Notes</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<ul>
<li style="text-align: justify;"> APEX 1.1 update for LOD fixes.</li>
<li style="text-align: justify;"> APEX Clothing now exporting collision shapes once per asset instead of once per LOD.</li>
<li style="text-align: justify;"> APEX Clothing fix physical mesh visualization bug.</li>
<li style="text-align: justify;"> APEX Clothing Latch To Nearest system now only support 30 instead of  32 channels.</li>
<li style="text-align: justify;"> Fix crash when attempt to generate composite mesh on problematic geometry.</li>
<li style="text-align: justify;"> Removed friction max clamp on rigid body.</li>
<li style="text-align: justify;"> Fix RayFire bug &#8211; some convex fails to simulate.</li>
<li style="text-align: justify;"> Pop-up previewer fixes for textures usage crashes.</li>
</ul>
<p><span id="more-8387"></span></p>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">2.72 PhysX plug-in for Maya: Release Notes</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<ul>
<li style="text-align: justify;"> Support for Maya 2013.</li>
<li style="text-align: justify;"> Support for Viewport 2.0.</li>
<li style="text-align: justify;">Fix WinXP compatible.</li>
<li style="text-align: justify;"> APEX Clothing Latch To Nearest system now only support 30 instead of  32 channels. (one is used to represent unpainted and the other is  reserved).</li>
<li style="text-align: justify;"> Add solver simulation scaling support to allow simulation to occur  (and export) in current or scales units rather than forcing to  centimeters.</li>
<li style="text-align: justify;"> Improve shape&#8217;s mass/density update functions.</li>
<li style="text-align: justify;"> Re-enable acceleration joints for new files (more stable than force joints).</li>
<li style="text-align: justify;"> PhysX tab should not gain focus when added.</li>
<li style="text-align: justify;">Fix PhysX3 Contact Layer support.</li>
<li style="text-align: justify;"> Fix popup viewer crash for clothing.</li>
<li style="text-align: justify;"> Fix PhysX 3x debug visualizer.</li>
<li style="text-align: justify;"> Fix some OpenGL rendering errors.</li>
<li style="text-align: justify;"> Fix script backward compat issues using -orderedSelection.</li>
<li style="text-align: justify;"> Fix minor GUI error message cause by pop-up such as switching PhysX  solver versions modes.</li>
<li style="text-align: justify;"> Fix ragdoll load .rag issues when the target bone has multiple children.</li>
<li style="text-align: justify;"> Fix ragdoll regeneration creating constraints without removing old ones.</li>
<li style="text-align: justify;"> Fix APEX Clothing import of legacy CTW files flipping latch to nearest data.</li>
</ul>
<table width="100%">
<tbody>
<tr bgcolor="3AAFE9">
<td style="padding-left: 5px;"><strong><span style="color: #ffffff;">Downloads</span></strong></td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>PhysX plug-ins</strong> version <strong>2.72</strong> for 3ds Max and Maya are available for download through <a href="http://developer.nvidia.com/" target="_blank">PhysX Registered Developer Program</a>.</p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration,  please refer to <a href="http://physxinfo.com/news/8210/registered-developer-program-easier-way-to-access-physx-sdk-dcc-tools-and-apex/" target="_blank">our new guide</a>.</tt></p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Registered Developer Program: easier way to access PhysX SDK, DCC Tools and APEX</title>
		<link>http://physxinfo.com/news/8210/registered-developer-program-easier-way-to-access-physx-sdk-dcc-tools-and-apex/</link>
		<comments>http://physxinfo.com/news/8210/registered-developer-program-easier-way-to-access-physx-sdk-dcc-tools-and-apex/#comments</comments>
		<pubDate>Tue, 24 Apr 2012 09:47:11 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Download]]></category>
		<category><![CDATA[Registration]]></category>

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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 Tools &#8211; Registered 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 [...]]]></description>
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<p style="text-align: justify;">NVIDIA is about to meet the wishes of developer community with <span style="text-decoration: underline;">more friendly</span> way to take advantage of <a href="http://physxinfo.com/wiki/Category:PhysX_SDK">PhysX SDK</a> and <a href="http://physxinfo.com/wiki/Category:APEX">APEX Tools</a> &#8211; <strong>Registered Developer Program</strong>.</p>
<p style="text-align: justify;">In comparison to previous <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/">account registration process</a>, Developer Program features <span style="text-decoration: underline;">automated account approval</span> (matter of minutes, not days) and <span style="text-decoration: underline;">simplified downloads structure</span> (easier to find demanded files).</p>
<p style="text-align: center;"><tt><span style="color: #ff0000;"><strong>Attention !</strong></span> <strong>Registered Developer Program only provides access to <span style="color: #ff0000;">free binary</span></strong> versions of PhysX SDK, APEX DCC Tools (PhysXLab, PhysX plug-ins) and APEX SDK.</tt></p>
<p style="text-align: center;"><tt><strong>Source versions</strong> will still be available through <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">PhysX Developer Support</a> website only, as well as paid support.</tt></p>
<p style="text-align: justify;"><strong><span style="color: #3366ff;">IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE</span></strong></p>
<p style="text-align: justify;"><strong>Step 1.</strong> Go to <a href="http://developer.nvidia.com/" target="_blank">NVIDIA Developer Zone</a> and click &#8220;<span style="text-decoration: underline;">New Account</span>&#8221; (upper right corner)</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-8256" title="reg1" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg1.png" alt="" width="318" height="121" /></p>
<p><span id="more-8210"></span></p>
<p style="text-align: justify;"><strong>Step 2.</strong> Fill-in account information, than press &#8220;<span style="text-decoration: underline;">Create new account</span>&#8221; button</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8261" title="reg2" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg2.png" alt="" width="507" height="168" /></p>
<p style="text-align: justify;"><strong>Step 3.</strong> Instructions and password will be sent to your <span style="text-decoration: underline;">e-mail</span>. Complete the registration</p>
<p style="text-align: justify;"><strong><span style="color: #3366ff;">IF/WHEN YOU ALREADY HAVE DEVELOPER ZONE ACCOUNT</span></strong></p>
<p style="text-align: justify;"><strong>Step 1.</strong> While logged-in, click &#8220;<span style="text-decoration: underline;">My Account</span>&#8221; (upper right corner)</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-8263" title="reg3" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg3.png" alt="" width="318" height="121" /></p>
<p style="text-align: justify;"><strong>Step 2.</strong> Complete <span style="text-decoration: underline;">Basic Registered Developer Profile</span></p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8266" title="reg4-1" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg4-1.jpg" alt="" width="650" height="113" /></p>
<p style="text-align: justify;">You will be required to provide your Last and First name, information about your company and your location.</p>
<p style="text-align: justify;"><strong>Step 3</strong>. Now you can apply to <span style="text-decoration: underline;">APEX/PhysX Registered Developer Program</span> (PhysX RDP)</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8272" title="reg5-2" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg5-2.jpg" alt="" width="650" height="149" /></p>
<p style="text-align: justify;"><strong>Step 4.</strong> Fill-in provided questionary</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8274" title="reg6" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg6.png" alt="" width="473" height="171" /></p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Please note</span> that you will be required to agree to the terms and conditions specified in the <a href="http://developer.nvidia.com/sites/default/files/akamai/apex/docs/NVIDIA_PhysX_SDK_EULA.pdf" target="_blank">PhysX/APEX EULA</a>. Read it carefully.</p>
<p style="text-align: justify;"><strong>Step 5</strong>. Wait until you Developer Program status will change from &#8220;<span style="text-decoration: underline;">Submitted</span>&#8221; to &#8220;<span style="text-decoration: underline;">Approved</span>&#8221; (may take up to 30 minutes &#8211; you will be also notified via e-mail upon completion).</p>
<p style="text-align: justify;">You can access PhysX RDP website by clicking <span style="text-decoration: underline;">program&#8217;s title</span> or <a href="http://developer.nvidia.com/rdp/apexphysx" target="_blank">direct link</a></p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-8276" title="reg7-1" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg7-1.jpg" alt="" width="650" height="146" /></p>
<p style="text-align: justify;"><strong>Step 6</strong>. Now you can download latest binary PhysX SDKs, APEX SDK and DCC tools.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8278" title="reg8" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg8.jpg" alt="" width="650" height="130" /></p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8279" title="reg9" src="http://physxinfo.com/news/wp-content/uploads/2012/04/reg9.jpg" alt="" width="650" height="170" /></p>
<p style="text-align: justify;">Subsequently, while logged, you access PhysX RDP via &#8220;<a href="http://developer.nvidia.com/user/me" target="_blank">My Account</a>&#8221; panel, or through &#8220;Registered Developers Website&#8221; link on devzone <a href="http://developer.nvidia.com/" target="_blank">main page</a>, or via <a href="http://developer.nvidia.com/rdp/apexphysx" target="_blank">direct link</a>.</p>
<p style="text-align: justify;"><tt>If you have trouble with <strong>new account registration</strong> or <strong>existing account</strong> you can send your problem description to <a href="mailto:support@physxinfo.com">support@physxinfo.com</a> (with subject – “PhysX RDP”) – we’ll try to <strong>provide a shortcut</strong> to PhysX dev. team.</tt></p>
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		<title>3ds Max 2013: new features of MassFX in review</title>
		<link>http://physxinfo.com/news/8099/3ds-max-2013-new-features-of-massfx-in-review/</link>
		<comments>http://physxinfo.com/news/8099/3ds-max-2013-new-features-of-massfx-in-review/#comments</comments>
		<pubDate>Tue, 17 Apr 2012 01:53:31 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[MassFX]]></category>
		<category><![CDATA[Review]]></category>

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Autodesk and NVIDIA continue their effort to create the universal physics simulation system for 3ds Max package &#8211; 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 [...]]]></description>
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<p style="text-align: justify;"><strong>Autodesk</strong> and <strong>NVIDIA</strong> continue their effort to create the universal physics simulation system for 3ds Max package &#8211; it is known as <a href="http://physxinfo.com/wiki/MassFX">MassFX</a>.</p>
<p style="text-align: justify;">What has changed in new MassFX version, that comes with 3ds Max 2013, in comparison to the <a href="http://physxinfo.com/news/5519/3ds-max-2012-released-new-massfx-system-overview/">first release</a>? We have tried to answer this question in our review.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8109" title="MassFX_2013_Toolbar" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX_2013_Toolbar.png" alt="" width="286" height="41" /></p>
<p style="text-align: justify;">One of the main new features of <strong>MassFX 2013</strong> is the addition of <strong>mCloth</strong> &#8211; cloth simulation module, which was co-developed with Autodesk. Despite the <a href="http://physxinfo.com/news/6029/siggraph-2011-the-latest-advances-in-nvidia-physx-and-apex-technology/">rumors</a>, mCloth <span style="text-decoration: underline;">uses PhysX 2.8.4</span> cloth solver for underlying physical calculations.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_1.jpg" rel="shadowbox[post-8099];player=img;" title="MassFX 2013_1_sm"><img class="aligncenter size-full wp-image-8106" title="MassFX 2013_1_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_1_sm.jpg" alt="" width="550" height="317" /></a></p>
<p style="text-align: justify;">In comparison to <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> tools in PhysX plug-ins, mCloth is clearly oriented on VFX area: &#8220;one click&#8221; set up (no need to skin the mesh and apply movement constraints, as for APEX), full collisions with MassFX rigid bodies with <span style="text-decoration: underline;">two-way interaction</span>, vertex group operations (like pin or attach to object), support for dynamic and <span style="text-decoration: underline;">kinematic</span> cloth, ability to <span style="text-decoration: underline;">bake the simulation</span> in keyframes.</p>
<p><span id="more-8099"></span></p>
<p style="text-align: justify;">Desired cloth behavior can be archived by tuning <span style="text-decoration: underline;">fabric settings</span>, like density or damping, which can be saved and loaded as <span style="text-decoration: underline;">presets</span>.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8120" title="MassFX 2013_2" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_2.png" alt="" width="490" height="279" /></p>
<p style="text-align: justify;">Additional parameters include rigid body collision responce and solver precision settings.</p>
<p style="text-align: justify;">mCloth objects support <span style="text-decoration: underline;">per-vertex tearing</span>.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8125" title="MassFX 2013_3" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_3.jpg" alt="" width="550" height="285" /></p>
<p style="text-align: justify;">Interesting option is ability to visualize material tension within given treshold.</p>
<p style="text-align: justify;">Another feature is so-called &#8220;<strong>ballon behavior</strong>&#8221; &#8211; closed meshes can be inflated with internal pressure to imitate soft body, jelly-like objects or baloons themselves.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8136" title="MassFX 2013_4" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_4.jpg" alt="" width="550" height="288" /></p>
<p style="text-align: justify;">However, if hole in the baloon will be detected (as result of tearing, for example), it will deflate and force will be applied to the point of air outflow.</p>
<p style="text-align: justify;">&#8220;<span style="text-decoration: underline;">Hardware acceleration</span>&#8221; option can be enabled for cloth simulation, however, we were not able to spot any performance difference between CPU and &#8220;GPU&#8221; execution. It seems GPU acceleration is not fully operational yet.</p>
<p style="text-align: justify;"><strong>To summarize:</strong> mCloth is a strong cloth simulation solution with decent pack of features and sufficient artist control over simulation, however, as a new tool it has not avoided some &#8220;childish&#8221; problems, like nonoptimal baking process (it is significantly slower than sim in viewports), unstable behaviour of baloon objects or overestimated cloth solver settings (they are set automatically, based on mesh resolution, but for real 3-5 times lower values are sufficient).</p>
<p style="text-align: justify;">Another vital new feature &#8211; standart <strong>Forces</strong> (like PBomb, Vortex or Wind) <strong>can now affect MassFX</strong> objects, both rigid bodies and cloth.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8141" title="MassFX 2013_5" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_5.jpg" alt="" width="550" height="290" /></p>
<p style="text-align: justify;">Being developed in Autodesk, Forces interaction feature is not using forcefields mechanism from PhysX SDK, instead, custom forces are applied directly to actors.</p>
<p style="text-align: justify;">Third major addition &#8211; <strong>stable auto-generated ragdolls from biped</strong> skeletons.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8144" title="MassFX 2013_6" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_6.jpg" alt="" width="550" height="288" /></p>
<p style="text-align: justify;">Instead of abomination &#8211; jiggling mess of rigid bodies and joints &#8211; that may be familiar you from original PhysX plug-ins, &#8220;create dynamic ragdoll&#8221; option now generates fairly adequate ragdolls, usable even without aditional tuning.</p>
<p style="text-align: justify;"><tt>Note: unlike latest <a href="http://physxinfo.com/news/7310/dcc-physx-plug-ins-were-updated-to-version-2-71/">PhysX plug-ins</a>, MassFX is only using one version of PhysX engine - 2.8.4.</tt></p>
<p style="text-align: justify;">Apart from all the features described above, <strong>MassFX 2013</strong> also contains numerous amount of smaller features, interface changes and bug fixes. Here are some examples:</p>
<p style="text-align: justify;">It is now possible to <span style="text-decoration: underline;">assign gravity</span> to Forces (or even it completely) through MassFX Toolbar.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8157" title="toolbar_combined2" src="http://physxinfo.com/news/wp-content/uploads/2012/04/toolbar_combined2.png" alt="" width="449" height="336" /></p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Convex decomposition</span> (this tool allows MassFX to support concave objects) has been reworked &#8211; it is now using simplified interface and operates faster.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8160" title="convex_combined2" src="http://physxinfo.com/news/wp-content/uploads/2012/04/convex_combined2.png" alt="" width="346" height="233" /></p>
<p style="text-align: justify;">Physical meshes can now be displayed not only as wireframe, but as <span style="text-decoration: underline;">shaded hulls</span> as well.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-8152" title="MassFX 2013_6" src="http://physxinfo.com/news/wp-content/uploads/2012/04/MassFX-2013_61.jpg" alt="" width="550" height="290" /></p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Multiple constraints</span> can now be adited at the same time via Multi-object Editor tab (previosly only available for rigid bodies).</p>
<p style="text-align: justify;">And.. more !</p>
<p style="text-align: justify;"><strong>To summarize: </strong>MassFX has grew up, but still not enough to reach level of Reactor&#8217;s feature set. However, with continuing support from Nvidia and Autodesk, MassFX will eventually overcome previous solution from Havok.</p>
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		<title>Autodesk has announced 3ds Max 2013</title>
		<link>http://physxinfo.com/news/8033/autodesk-has-announced-3ds-max-2013/</link>
		<comments>http://physxinfo.com/news/8033/autodesk-has-announced-3ds-max-2013/#comments</comments>
		<pubDate>Wed, 28 Mar 2012 07:47:21 +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>

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Autodesk has officially presented 3ds Max 2013 and 3ds Max Design 2013 &#8211; 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 [...]]]></description>
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<p style="text-align: justify;"><strong>Autodesk</strong> has <a href="http://area.autodesk.com/blogs/ken/3ds_max_2013_announced" target="_blank">officially presented</a> <strong>3ds Max 2013</strong> and <strong>3ds Max Design 2013</strong> &#8211; popular 3D modelling, rendering and animation packages.</p>
<p style="text-align: justify;">Among other changes and improvements, <a href="http://physxinfo.com/wiki/MassFX">MassFX</a>, <strong>PhysX SDK</strong> based physics simulation solution, was upgraded with a number of new features.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/Axm3WhxjHZQ?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/Axm3WhxjHZQ?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<blockquote>
<p style="text-align: justify;">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.</p>
<p style="text-align: justify;">Highlights are a <span style="text-decoration: underline;">new mCloth</span> module that features tearable fabric and support for <span style="text-decoration: underline;">dynamic ragdoll</span> hierarchies. In addition, improved constraints, better handling of pivot points, and enhanced UI readability help improve overall workflow.</p>
</blockquote>
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		<title>Post-GDC 2012: APEX Dynamic Systems Module</title>
		<link>http://physxinfo.com/news/7847/post-gdc-2012-apex-dynamic-systems-module/</link>
		<comments>http://physxinfo.com/news/7847/post-gdc-2012-apex-dynamic-systems-module/#comments</comments>
		<pubDate>Tue, 20 Mar 2012 16:56:21 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Dynamic Systems]]></category>
		<category><![CDATA[GDC 2012]]></category>

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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, [...]]]></description>
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<p style="text-align: justify;"><strong>NVIDIA</strong> has uploaded a following video, revealing new, never seen before, module for <a href="http://physxinfo.com/wiki/Category:APEX">APEX Framework</a>, called <strong>APEX Dynamic Systems</strong> (it is still an early prototype, however).</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/HMlgzjcQ63s?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/HMlgzjcQ63s?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">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.</p>
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		<title>Post-GDC 2012: NVIDIA APEX Showcase</title>
		<link>http://physxinfo.com/news/7822/post-gdc-2012-nvidia-apex-showcase/</link>
		<comments>http://physxinfo.com/news/7822/post-gdc-2012-nvidia-apex-showcase/#comments</comments>
		<pubDate>Tue, 13 Mar 2012 07:31:24 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[GDC 2012]]></category>
		<category><![CDATA[Turbulence]]></category>
		<category><![CDATA[Video]]></category>

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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 [...]]]></description>
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<p style="text-align: justify;">NVIDIA has uploaded a set of demontrational videos, which were used to showcase features of <a href="http://physxinfo.com/wiki/Category:APEX">NVIDIA APEX</a> toolset, its authoring capabilities and games integrations examples at <strong>GDC 2012</strong>.</p>
<p style="text-align: justify;"><strong>APEX Turbulence</strong> Module</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/qq3mYmzOelI?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/qq3mYmzOelI?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">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.</p>
<p style="text-align: justify;">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</p>
<p><span id="more-7822"></span></p>
<p style="text-align: justify;"><strong>APEX Destruction</strong> Module</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/SDYbK6iUsRM?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/SDYbK6iUsRM?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">This video showcases assets authoring and real-time destruction using updated Art Gallery demo and <a href="http://physxinfo.com/data/vreview_alice.html">Alice: Madness Returns</a> title as examples.</p>
<p style="text-align: justify;"><strong>APEX Clothing</strong> Module.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/Zi2PBQ5jhro?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/Zi2PBQ5jhro?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">APEX Clothing can be used not only to simulate character clothing itself, but also to create great environmental cloth assets, like interactive banknotes, posters or rugs in recent <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City</a> title.</p>
<p style="text-align: justify;">If you are interested in Clothing module, following <a href="http://physxinfo.com/news/7796/gdc-2012-enhancing-games-with-apex/">presentation from GDC</a> contains far mode details.</p>
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		<title>GDC 2012: enhancing games with APEX</title>
		<link>http://physxinfo.com/news/7796/gdc-2012-enhancing-games-with-apex/</link>
		<comments>http://physxinfo.com/news/7796/gdc-2012-enhancing-games-with-apex/#comments</comments>
		<pubDate>Sat, 10 Mar 2012 10:33:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[GDC 2012]]></category>
		<category><![CDATA[Turbulence]]></category>

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Following presentation was held as part of GDC 2012 NVIDIA Game Technology Theather event on March 9.
Session called &#8220;Enhancing Games with APEX (Clothing, Destruction, Turbulence)&#8221; 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) [...]]]></description>
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<p style="text-align: justify;">Following presentation was held as part of <strong>GDC 2012</strong> NVIDIA <a href="http://nvidia.fullviewmedia.com/gdc2012/agenda.html" target="_blank">Game Technology Theather</a> event on <strong>March 9</strong>.</p>
<p style="text-align: justify;">Session called &#8220;<a href="http://nvidia.fullviewmedia.com/gdc2012/15-nvidia-zoellner-newkirk.html" target="_blank">Enhancing Games with APEX (Clothing, Destruction, Turbulence)</a>&#8221; was presented by <span style="text-decoration: underline;">Aron Zoellner</span> and <span style="text-decoration: underline;">Kevin Newkirk</span> from NVIDIA.</p>
<p style="text-align: justify;"><strong>Update:</strong> recording is now available <a href="http://www.youtube.com/watch?v=yZhFyG6PHdw" target="_blank">on YouTube</a></p>
<p style="text-align: justify;"><a href="http://nvidia.fullviewmedia.com/gdc2012/15-nvidia-zoellner-newkirk.html" target="_blank" title="gdc_apex2"><img class="aligncenter size-full wp-image-7811" title="gdc_apex2" src="http://physxinfo.com/news/wp-content/uploads/2012/03/gdc_apex2.jpg" alt="" width="500" height="280" /></a></p>
<p style="text-align: justify;">Presentation has started with overview of <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> module using full-body clothing (tie, jacket, pants) on Bryce Wayne character from recently released <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City</a> title as example. Dynamic clothing on <span style="text-decoration: underline;">Samaritan</span> character was also demoed, but we had session about it at <a href="http://physxinfo.com/news/5052/post-gdc-2011-interactive-clothing-in-samaritan-demo-using-nvidia-apex/">previous GDC</a> already.</p>
<p style="text-align: justify;">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 <span style="text-decoration: underline;">APEX Clothing 1.2</span>):</p>
<ul>
<li style="text-align: justify;">Enhanced control over bending and shearing.</li>
<li style="text-align: justify;">Enhanced control over high-energy dynamics.</li>
<li style="text-align: justify;">Connected tapered capsule collision.</li>
</ul>
<p><span id="more-7796"></span></p>
<p style="text-align: justify;">Second part of the session was focused on <a href="http://physxinfo.com/wiki/APEX_Destruction">APEX Destruction</a>, and how it was used to create destructible environments in <a href="http://physxinfo.com/data/vreview_alice.php">Alice: Madness Returns</a> game.</p>
<p style="text-align: justify;">Several upcoming features for Destruction module were also revealed:</p>
<ul>
<li style="text-align: justify;">Tesselation.</li>
<li style="text-align: justify;">Multiple interior materials per assets.</li>
<li style="text-align: justify;">Fracturing by selected (ability to have pieces with different fracturing setting in one asset, like concrete and wood).</li>
<li style="text-align: justify;">UV based cutout fracturing.</li>
</ul>
<p style="text-align: justify;">Unfortunately, only brief overview of <a href="http://physxinfo.com/wiki/APEX_Turbulence">APEX Turbulence</a> module was given, but we can expect it to be integrated in UE3/UDK as well.</p>
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		<title>GDC 2012: dynamic, not pre-fractured PhysX destruction in real time</title>
		<link>http://physxinfo.com/news/7783/gdc-2012-dynamic-not-pre-fractured-physx-destruction-in-real-time/</link>
		<comments>http://physxinfo.com/news/7783/gdc-2012-dynamic-not-pre-fractured-physx-destruction-in-real-time/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 14:57:53 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[Fracturing]]></category>
		<category><![CDATA[GDC 2012]]></category>
		<category><![CDATA[Research]]></category>

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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 [...]]]></description>
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<p style="text-align: justify;">More detailed videos of new experimental destruction engine with support for <strong>real-time fracturing</strong>, already previewed in <a href="http://physxinfo.com/news/7748/gdc-2012-new-physx-and-apex-technology-revealed/">previous demonstration</a>, are now available.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/1G6vo95BSjw?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/1G6vo95BSjw?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<blockquote>
<p style="text-align: justify;">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.</p>
<p style="text-align: justify;">To simulate the massive amount of rigid bodies we use GRBs &#8211; GPU accelerated rigid boides.</p>
</blockquote>
<p><span id="more-7783"></span></p>
<p style="text-align: justify;">Destruction algorithm also works well for objects with concave geometry.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/gpfRrQfqD4E?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/gpfRrQfqD4E?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<blockquote>
<p style="text-align: justify;">In this video we show our new destruction prototype. Here, objects are fractured on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location. The original objects as well as the pieces are allowed to be non-convex which is an additional challenge.</p>
<p style="text-align: justify;">To simulate the massive amount of rigid bodies we use GRBs &#8211; GPU accelerated rigid boides. The scene runs above 40 fps until the end including rendering on an nvidia GeForce GTX 480.</p>
</blockquote>
<p style="text-align: justify;"><strong>Update:</strong> Lately, more detailed video with some technical description was added.</p>
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<p style="text-align: justify;"><strong>Update #2:</strong> Finally, there is one more video from GTX 680 press kit.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" 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/HO2NiQFT5Lc?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/HO2NiQFT5Lc?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Without doubt, pretty impressive technology.</p>
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