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Archive for March 1st, 2013

New 2.88 PhysX plug-ins for 3ds Max and Maya

with 2 comments

Updated versions of PhysX plug-ins for 3ds Max and Maya, 2.88.00227 and 2.88.00222 respectively, are now available for download.

Update: 2.89 PhysX plug-ins released

nvidia-physx

The release supports latest APEX 1.2.2 and PhysX SDK 3.2.2 and also includes several critical bug-fixes.

2.88.00227 PhysX plug-in for 3ds Max: Release Notes

  • New Features
    • Updated PhysX 2.8.5 and 3.2.2
    • Updated APEX 1.2.2
    • Make 3.x SDK as default.
    • Support exporting without prompt dialog.
    • Rigid Body: expose script support for clothing type shape, radius bone and type.
  • Fixes
    • Fix for the crash when 3ds Max Loading if mParticles installed. Also fix the crash when opening a file with mCloth/mParticles content.
    • Fix a bug, if a scene contains a ragdoll, and open the viewer, max will crash when exit.
    • Fix clothing baking script issue, making pxBakeClothing() work.
    • Fix capsule collision with clothing in 3x mode.
    • Fix the bug ‘Pick Ragdoll Shapes’ dialog doesn’t work under 2.8.
    • Fix material and submesh parsing issue for a specific user.
    • Fix the bug save the num of ContactAgent with a size_t value.
    • Fix on a crash defect in weld algorithm.
    • Fix the Bug translating the mesh of a ragdoll in an old file will have doubled translation.
    • Fix Global scaling support.
    • Fix a bug 1745-8317534: Projection mode is not exported correctly to the RepX XML format.
    • Fix Bug #7190: PhysX 3.x connect sphere issue disable in Max 2009 SP1.
    • Fix Bug #7192: Backstop forces See-through mode.
    • Fix Bug #5747: Script error when using “Pick source object” on original object.
    • Fix Bug #5869: Color of rigid body does not differ for kinematic/dynamic ragdoll.
    • Fix Bug #7199: button missing from Root translation dialog.

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Written by Zogrim

March 1st, 2013 at 12:34 pm

Posted in PhysX Tools

Tagged with , , , ,

PhysX SDK will replace Havok in The Witcher 3

with one comment

A few years ago, CD Project Red has licensed Havok physics engine and animation system for upcoming game titles. As result, the highly acclaimed The Witcher 2: Assassins of Kings title was using Havok based physics.

Update: The Witcher 3 will support GPU PhysX, now officially

As company’s next generation REDengine 3 was announced, it would be natural to expect that future games utilizing this engine, such as The Witcher 3: Wild Hunt, will continue to rely on Havok technology.

However, in a recent interview with PCGamesHardware, it was revealed by the developers that PhysX SDK will be used in The Witcher 3 as the physics engine (and this was confirmed by our sources as well). In addition, NVIDIA APEX integration will provide additional features such as cloth simulation and realistic destruction.

As of yet there is no information if GPU acceleration will be supported by The Witcher 3 or if other CD Project Red projects, like Cyberpunk 2077, will use PhysX based physics too.

Written by Zogrim

March 1st, 2013 at 11:32 am

Posted in PhysX Games

Tagged with , , ,

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