Archive for the ‘PhysX Tools’ Category
NVIDIA has revealed updated APEX SDK 1.2.1, which includes several new features, like GPU Rigid Bodies support for PhysX 3.x branch, and is compatible with latest PhysX SDK 3.2.1.
Update #2: APEX SDK 1.2.2 is available.
Updated authoring tools will follow soon.
Update: PhysXLab 1.2.1 is released.
|APEX SDK 1.2.1 – Release Notes|
- APEX Framework 1.2.1
- NxApexSphereShape getRadius/setRadius use PxF32 instead of PxVec3 to represent the radius.
- APEX Destruction 1.2.1
- Enabled GRB support with PhysX 3.2.1.
- Support multiple interior materials.
- Added hard sleeping option, which turns chunk islands kinematic when they sleep. They may be turned dynamic again if enough damage is applied.
- New sleepVelocityFrameDecayConstant parameter replaces sleepVelocitySmoothingFactor.
- Added edge face noise in cutout mode.
- Removed surface trace functionality (was used for old dust system).
- APEX Clothing 1.2.1
- Support for convex collision added to 3x clothing solver (only a total of 32 planes per clothing actor is supported).
- Self collision parameters moved to the ClothingMaterialLibrary NxParameterized interface.
- Fixed a Clothing Tool issue where the “Generate Tangent Space” button could generate several warning dialogs for certain older clothing assets.
New DCC PhysX plug-ins for 3ds Max (2.86.00806) and Maya (2.86.00820) are finishing the line of updated content creation tools, accompanying the APEX 1.2 release.
Update: 2.87 PhysX plug-in are released
One of the most import features of this new plug-ins is the introduction of the authoring pipeline for new PhysX 3 clothing solver (more details in our APEX 1.2 overview and this SIGGRAPH presentation), however, other improvements are present as well.
|2.86.00806 PhysX plug-in for 3ds Max: Release Notes|
3ds max plug-in is supporting both new embedded clothing solver (PhysX 3.x) and old 2.8.4 cloth – one can switch between the two using [PhysX Tools] > [Engine] > [Use PhysX engine] option.
Although basic principles of clothing authoring between two solvers are the same (painting cloth constraints and attributes, setting ragdoll skeleton, etc), lesser details and settings are quite different.
We are expecting updated tutorials on PhysX 3 clothing authoring process to be revealed soon.
(click on the picture to enlarge)
Please note that destructible assets, created with PhysXLab 1.2, won’t be recognized by current UE3/UDK builds. Use 1.1 version instead.
Update: PhysXLab 1.2.1 is released.
Voronoi fracturing mode.
Being 3rd fracturing algorithm in PhysXLab, new Voronoi mode allows artist to devide objects into simplistic convex pieces.
Since convex physical meshes are natively supported in PhysX SDK, Voronoi fracturing results in less interpenetrations between chunks and, thus, more stable simulation.
So far, settings for this mode are very basic. One can only change number of chunks to be generated (from 2 to 1000) and variate their distribution with “random seed” option. Hierarchical Voronoi fracturing is not supported as well.
New release of NVIDIA APEX framework is now available for public download.
Update: APEX SDK 1.2.1 is released
Update #2: APEX SDK 1.3 is available
This release includes several major features, like PhysX SDK 3 support and new modules – APEX Turbulence and APEX ForceField.
If you are experiencing troubles with registration, please refer to our updated guide.
Although APEX 1.2 is the first APEX release to feature PhysX 3 support (SDK 3.2 specifically), standalone variant, compatible with SDK 2.8.4, is also available for developers who haven’t upgraded their physics integration to a new engine, but still want to take advantage of the new capabilities of APEX 1.2.
Addition of SDK 3.2 support is distinctive feature of this release, which not only allows developers utilizing the PhysX 3 engine to implement APEX in their games, but also brings all the advancements present in 3.x branch of PhysX SDK.
However, currently there is feature parity for core APEX functionality between the 2.8.4 and 3.2 ports, for most part.
Updated APEX SDK 1.2.1, which will add several missing features, like GPU Rigid Bodies support for 3.x branch, will be available shortly.
Updated 1.1 Beta 3 version of PhysXLab, authoring tool for APEX Destruction module, is now available.
Update: PhysXLab 1.1 Beta 4 is available
Update #2: PhysXLab 1.2 is out
PhysXLab 1.1 is compatible with APEX 1.1 release.
- New Features
- [Beta 4] “Simulation settings changed” indicator in playground
- 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.
Update #2: updated 2.86.00806 plug-in for 3ds Max is up.
Update: new 2.86.00717 plug-in for 3ds Max (2010-2013) is released.
- Support for APEX 1.2 – PhysX 3 cloth.
- Simulation latency settings.
- Other improvements and bug-fixes.
Plug-in is temporarily located at Developer Support Center.
- General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
- General: Support for PhysX SDK 3.2 engine.
NVIDIA has released updated PhysX plug-ins of 2.7 branch – 2.72.0421 for 3ds Max (2012 - 2009) and 2.72.0511 for Maya (2013 – 2009).
Please Note: 3ds Max 2013 is supported only by 2.85 PhysX plug-in, due to significant compatibility changes in 3ds Max SDK.
Update: new 2.72.0601 plug-in for 3ds Max is now available. Plug-in is temporarily located at Developer Support Center.
|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.
April 2014: Guide was updated to correspond with the new GameWorks 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).
IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE
Step 1. Go to NVIDIA Developer Zone and click “Register Now” (upper right corner)
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.
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.