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Archive for August 7th, 2012

Updated PhysX plug-ins with full APEX 1.2 support have arrived

with 3 comments

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.

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Written by Zogrim

August 7th, 2012 at 3:25 am

Posted in PhysX Tools

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PhysXLab 1.2 released, offers new fracturing options

with 9 comments

As part of massive update for APEX Toolset, NVIDIA has presented new PhysXLab 1.2 editor, compatible with APEX 1.2 release.

(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.

Feature Highlights

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.

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Written by Zogrim

August 7th, 2012 at 2:03 am

Posted in PhysX Tools

Tagged with , ,

Welcome NVIDIA APEX 1.2: first APEX with PhysX 3 support

with 7 comments

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.

Please note that APEX 1.2 requires corresponding authoring tools – PhysXLab 1.2 and 2.8 DCC plug-ins.

While PhysX Registered Developer Program website is still getting back on track, NVIDIA APEX SDK 1.2 can be downloaded through Developer Support Center.

If you are experiencing troubles with registration, please refer to our updated guide.

Feature Highlights

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.

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Written by Zogrim

August 7th, 2012 at 12:44 am

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