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Archive for the ‘Autodesk’ tag

3ds Max 2012 released: new MassFX system overview

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If you were following Autodesk 3ds Max 2012 development process, you’ve already may know that built-in Havok Reactor physics simulation engine was replaced with a new MassFX unified simulation, using PhysX SDK integration.

However, since only mRigids solver (rigid body and joints dynamics) is available so far, one may say that Reactor was omitted too early, since not all the functionality (cloth, joint motors, forcefields, buoyancy) is present in MassFX currently.

Generally, MassFX is based on modified NVIDIA PhysX plug-in for 3ds Max (likely latest 2.60), and thus, resembles its basic functionality and interface, but several differences can be spotted:

  • Simulation in viewports runs much faster and smoother, thanks to new Nitrous graphics core. Performance Viewer tool, that can be found in PhysX plug-in 2.60, was removed.
  • APEX Clothing functionality is not available.
  • Dynamic ragdolls are not available.
  • Minor interface changes.

Note: MassFX does not support hardware acceleration currently.

Note #2: To avoid slowdowns while working with massive amount of objects, it is recommended to disable rendering of physical meshes (MassFX Toolbar > Display > Display Physical Meshes).

Previously, Autodesk has mentioned that future releases of MassFX will support cloth, softbody and ropes simulation, deformable meshes, fluids and forcefields.

Update: MassFX 2013 in review

Also, according to our knowledge, users will be able to install PhysX plug-ins from NVIDIA over MassFX, to enhance it with additional functionality.

Written by Zogrim

April 8th, 2011 at 12:00 pm

Posted in PhysX Tools

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So whats new in 2.60 version of PhysX plug-in for 3ds Max and Maya

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Ongoing (and prolonged) release of NVIDIA APEX framework has not only brought us PhysXLab (authoring tool for APEX Destruction and APEX Particles), but also new versions of PhysX plug-ins for Autodesk 3ds Max, 3ds Max Design and Maya (plug-ins were uploaded just several hours ago).

UPDATE: NVIDIA APEX 1.0 Beta released

Since many developers and VFX artists are waiting for this plug-ins, we decided to provide detailed overview of new features and changes in this versions. New PhysX plug-ins v. 2.60 for 3ds Max and Maya are available for download via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

PhysX plug-in for 3ds Max v. 2.60.0314.1641

[supports 3ds Max (2009, 2010, 2011) and 3ds Max Design (2010, 2011), 32-bit and 64-bit versions]

Update: PhysX plug-in for 3ds Max updated

2.60 version of PhysX plug-ins seems to be used as basis for new MassFX unified dynamics system, included in upcoming 3ds Max 2012, as it resembles same interface and basic feature list. However, 2.60 PhysX plug-in supports APEX Clothing, while MassFX does not.

Lets take a view on new features, in comparison to previous 2.40 version of PhysX plug-in:

Read the rest of this entry »

Written by Zogrim

March 17th, 2011 at 12:08 am

Posted in PhysX Tools

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GDC 2011: 3ds Max 2012 including nRigids with Nvidia PhysX presentation

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NVIDIA has published several Game Technology Theater feature talks, which took place at NVIDIA GDC Booth yesterday, March 2.

This particular one, called “3ds Max 2012 including nRigids with Nvidia PhysX” and presented by Shawn Hendriks from Autodesk, mostly contains general overview of 3ds Max 2012 features (despite of the title), but also provides some information on new mRigids rigid body dynamics system (starting 39:53).

You can view recorded “3ds Max 2012 including nRigids with Nvidia PhysX” presentation here

Written by Zogrim

March 3rd, 2011 at 10:35 pm

3ds Max 2012 announced officially

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Autodesk has officially announced 3ds Max 2012 and 3ds Max Design 2012 – 3D modeling, animation, rendering, and compositing packages.

New set of 3ds Max products introduces first module of unified MassFX simulation system – mRigids rigid body dynamics.

Update: 3ds Max 2012 released – MassFX system overview

With mRigids, you can leverage the multi-threaded NVIDIA® PhysX® engine to create compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. mRigids supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear.

MassFX system is based on PhysX plug-in for 3ds Max, and will replace existing Reactor physics engine.

We’ve already reviewed some sneak-peek videos of MassFX and spotted certain vital features – convex decomposition ans substeps control.

In addition, new Maya 2012 is also including PhysX plug-in as part of standart package.

New Simulation Options — Incorporates the multithreaded NVIDIA PhysX engine for static, dynamic and kinematic rigid-body simulations directly in the Maya viewport. The PhysX plug-in also includes kinematic ragdoll simulations and APEX Clothing.

Written by Zogrim

March 1st, 2011 at 5:36 pm

New MassFX video showcases convex decomposition feature

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Autodesk has released another sneak-peek video of MassFX – PhysX SDK (and PhysX plug-in) based physics simulation system for XBR (namely 3ds Max 2012).

Previous video has showed us that substeps control will be included, and this one reveals another interesting feature – composite physical mesh type (previously spotted only in internal versions of PhysX plug-in).

In this case, user will be able to decompose concave mesh (not supported by PhysX SDK natively) into convex pieces, using built-in algorithm, and simulate it as one physical object.

Now, with both convex decomposition and substeps control features MassFX may show itself as pretty effective tool, at least for rigid body simulations.

Written by Zogrim

March 1st, 2011 at 2:15 am

Posted in PhysX Tools

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PhysX based simulation system in Autodesk XBR will be called MassFX

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We already mentioned plans of Autodesk to replace Reactor (using Havok) physics engine in next versions of 3ds Max with a new and probably better one, based on PhysX SDK.

Update: New MassFX sneak-peek video

Recently released “sneak peek” video gives us a short glimpse on this simulation system, and reveals its name – MassFX.

As you may notice, MassFX resembles general design of standart PhysX plug-in from NVIDIA, but also includes some long-anticipated features, like substeps control, for example.

Read the rest of this entry »

Written by Zogrim

February 25th, 2011 at 9:38 pm

Posted in PhysX Tools

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Autodesk webinar reveals plans on PhysX SDK integration into XBR

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Autodesk 3ds Max users may be familiar with XBR (project Excalibur) – next major generation of 3ds Max products, that is supposed to adress many issues on fundamental level and includes some new features, currently beeing in extensive development stage.

Rumors have been floating around for some time, but it seems now it is official – recent webinar from Autodesk has revealed that Simulation sub-system within XBR will be based on PhysX SDK, instead of Reactor engine (using Havok).

Autodesk Webinar - XBR and PhysX

QA session after the webinar

Following webinar recording is giving a glimpse on some features and ideas for XBR Simulation system (starting 44:45).

Judging by XBR release date (when it’s done), we can assume that it will use PhysX SDK 3.x

Written by Zogrim

February 16th, 2011 at 4:05 pm

Posted in PhysX Middleware

Tagged with ,

Autodesk Subscription Pack for 3ds Max 2011 includes 2.40 PhysX plug-in

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Now, when Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011 was released, we can verify that it includes updated version of PhysX plug-in, designated as 2.40.0808.2140, avaialble in 32- and 64-bit variants and based on PhysX SDK 2.8.3.17.

Update: How to achieve quality simulation with PhysX plug-in for 3ds Max

Update #2: New PhysX plug-n v. 2.60 released

3ds Max PhysX plug-in v2.40

Unfortunately, APEX Clothing tools are in not included in this version of the plug-in.

Note: To use this plug-in with RayFire Tool, you need to update RayFire to version 1.51.02

For those of you, who still can’t decide if new PhysX plug-in is worth the update, here are full Release Notes we took from documentation:

v2.40.0625, 2010-June-25

Issues Fixed (Present in Previous Releases)

  • [#5023] Rotating collision shape on biped does not maintain position in space
  • [#4936] Resetting a project does not reset PhysX global settings
  • [#5022] Capsule’s shape is altered incorrectly when height or radius is modified
  • [#5061] Loading a project from 2010 with constraint fails to load in Max2011
  • [#5098] Constraint Swing Y and Swing Z reversed in UI

New Known Issues

  • [#5107] Baking rigid bodies attached to constraints yields incorrect results
  • [#5152] Baking to keyframes offsets values when Start Frame is not 0
  • [#5153] Initial Spin speed not in degrees per second

———

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Written by Zogrim

September 30th, 2010 at 1:43 pm

Posted in PhysX Tools

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PhysX plug-in as part of Subscription Advantage Pack for 3ds Max 2011

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Autodesk has announced today, that  2.x PhysX plug-in for 3ds Max is going to be included into Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011.

Description:

Create more compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear.

Animators can more quickly create a wider range of realistic dynamic simulations, and can also use the toolset for modeling: for example, creating a randomly placed landscape of rocks. Assigning physical properties – friction, density, and bounciness – is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as required.

Update: Intesting details were revealed by Kenneth Pimentel, Director of Visual Communications Solutions at Autodesk, on CGTalk.com forums

We can also announce an ongoing partnership with nvidia around PhysX. We entered into the partnership a little late to show much results in this pass, but the partnership is significant and on-going. I think you’d be surprised at the number of research threads we’ve kicked off together.

This is specifically to avoid what happened with Reactor. I think we learned our lesson.

PhysX SDK as default physics solution for most Autodesk products ? Why not :)

Written by Zogrim

September 10th, 2010 at 10:40 pm

Autodesk MotionBuilder 2011 comes with Nvidia PhysX plug-in

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It seems that next “2011″ product line from Autodesk will rely on PhysX SDK in more intensive manner than before. We already wrote about updated PhysX solver in Softimage 2011, and now PhysX plug-in integration is listed in new features set for Autodesk MotionBuilder 2011, character animation software package.

Rigid-body and ragdoll simulations can now be calculated using the Nvidia PhysX plug-in, a feature of particular benefit to games customers using the PhysX middleware.

As you may notice on the screenshot, PhysX SDK 2.8.3 is used for the integration, and apart from rigid body solver plug-in provides cloth simulation features.

Written by Zogrim

March 10th, 2010 at 2:50 pm

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