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Archive for the ‘Animation’ tag

GDC 2012: using IKinema with PhysX and preview of MassFX 2013

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Following presentations were held as part of NVIDIA Game Technology Theather event on March 7.

First one is called “3ds Max with MassFX” and was presented by Chris Murray from Autodesk.

Update: recording is now available on YouTube

This talk was mostly focused on features under development, that are expected to be added in future versions of MassFX, like mCloth – new clothing simulation solution.

mCloth is supposed to provide stable two-way interaction with rigid bodies, probably utilize GPU acceleration, support user-controlled tearing (through vertex selection) and include some interesting pressure simulation for balloon-like behaviour (for example, if you have holes in your mesh, balloon will deflate).

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Written by Zogrim

March 8th, 2012 at 9:11 pm

WeeklyTube Issue 49: PhysX video overview

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3ds max bugs by haad666

Nasty bugs of 3ds Max 2012, made with MassFX and Crowd systems.

Game Character Physics Animation 5 – Gamepad Control by futt75

Character with terrain-adaptive bipedal locomotion, using PhysX SDK and Ogre 3D.

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Written by Zogrim

May 4th, 2011 at 2:16 pm

Posted in WeeklyTube

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Activate3D: Intelligent Character Motion

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Interesting piece of software was released recentlyActivate3D, player’s motion recognition system, that combines inverse kinematics, animation synthesis, and real-time manipulation of animated characters in one technology called Intelligent Character Motion.

Following video is illustrating capabilities of Activate3D.

Animation system if fully integrated with dynamic environment, provided by PhysX SDK.

Written by Zogrim

January 12th, 2011 at 3:44 pm

Posted in PhysX Middleware

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