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	<title>PhysXInfo.com - PhysX News &#187; DCC</title>
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		<title>2.7 PhysX plug-in for Maya is also available</title>
		<link>http://physxinfo.com/news/6599/2-7-physx-plug-in-for-maya-is-also-available/</link>
		<comments>http://physxinfo.com/news/6599/2-7-physx-plug-in-for-maya-is-also-available/#comments</comments>
		<pubDate>Tue, 01 Nov 2011 20:28:28 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[PhysX 3]]></category>
		<category><![CDATA[plug-in]]></category>

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Following the release of 2.7 PhysX plug-in for 3ds Max, NVIDIA has also uploaded new 2.70.1028.1400 plug-in for Maya (2009 &#8211; 2012).
Update [22.11.2011]: Maya PhysX plug-in was updated to version 2.70.1109.2230, that includes various bugfixes and minor updates.
UPDATE: 2.71 PhysX plug-in for Maya is released

2.7 PhysX plug-in for Maya &#8211; Release Notes:

General: New unified exporter
General: [...]]]></description>
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<p>Following the release of <a href="http://physxinfo.com/news/6237/2-7-physx-plug-in-for-3ds-max-comes-with-sdk-3-1-support/" target="_blank">2.7 PhysX plug-in</a> for 3ds Max, NVIDIA has also uploaded new <strong>2.70.1028.1400 plug-in for Maya</strong> (2009 &#8211; 2012).</p>
<p><span style="color: #000000;"><strong>Update [22.11.2011]:</strong></span> Maya PhysX plug-in was updated to version <strong>2.70.1109.2230</strong>, that includes various bugfixes and minor updates.</p>
<p><span style="color: #ff0000;"><strong>UPDATE:</strong></span> <a href="http://physxinfo.com/news/7310/dcc-physx-plug-ins-were-updated-to-version-2-71/">2.71 PhysX plug-in for Maya is released</a></p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6609" title="2-7_Maya" src="http://physxinfo.com/news/wp-content/uploads/2011/11/2-7_Maya.jpg" alt="" width="550" height="281" /></p>
<p style="text-align: justify;"><strong>2.7 PhysX plug-in for Maya &#8211; Release Notes:</strong></p>
<ul>
<li style="text-align: justify;">General: New unified <strong>exporter</strong></li>
<li style="text-align: justify;">General: Improved PhysX shelf GUI</li>
<li style="text-align: justify;">General: Support for <strong>PhysX 3.1</strong></li>
<li style="text-align: justify;">General: Support for <strong>APEX Clothing 1.1</strong></li>
<li style="text-align: justify;">General: <strong>Compatibility</strong> with other plug-ins that use PhysX directly (e.g. Thinking Particles)</li>
<li style="text-align: justify;">General: Scene validation</li>
</ul>
<ul>
<li>Rigid Bodies: Copy/paste multiple physical meshes</li>
<li>Rigid Body: Kinematic to Dynamic Switching</li>
<li>Rigid Bodies: Ragdoll improved mass distribution</li>
</ul>
<ul>
<li>APEX Clothing: Support for latch to nearest regions</li>
<li>APEX Clothing: Support for Graphical LoD and Contact Layers</li>
<li style="text-align: justify;">APEX Clothing: improved custom physical mesh handling</li>
</ul>
<p style="text-align: justify;"><strong>2.7 PhysX plug-in for Maya</strong> is available at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>. You can find it under following path:</p>
<p style="text-align: justify;"><tt>[Online Support] -&gt; [Downloads] -&gt; [APEX DCC Clothing Plugins] -&gt; [Maya 2.7.X (beta)]</tt></p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>2.7 PhysX plug-in for 3ds Max comes with SDK 3.1 support</title>
		<link>http://physxinfo.com/news/6237/2-7-physx-plug-in-for-3ds-max-comes-with-sdk-3-1-support/</link>
		<comments>http://physxinfo.com/news/6237/2-7-physx-plug-in-for-3ds-max-comes-with-sdk-3-1-support/#comments</comments>
		<pubDate>Tue, 01 Nov 2011 18:02:28 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[PhysX 3]]></category>
		<category><![CDATA[plug-in]]></category>

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Next major release of DCC PhysX plug-in for 3ds Max has arrived.
New 2.70.1028.1400 PhysX plug-in for 3ds Max (2009 &#8211; 2012, 32- and 64-bit) just have landed on download page at Developer Support Center.
Update: 2.7 PhysX plug-in for Maya is also available
UPDATE: 2.71 PhysX plug-in for 3ds Max is released
Additionally, updated 2.61.1028.0930 PhysX plug-in was [...]]]></description>
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<p style="text-align: justify;">Next major release of DCC <a href="http://physxinfo.com/wiki/PhysX_plug-in_for_3ds_Max" target="_blank">PhysX plug-in for 3ds Max</a> has arrived.</p>
<p style="text-align: justify;">New <strong>2.70.1028.1400</strong> PhysX plug-in for 3ds Max (2009 &#8211; 2012, 32- and 64-bit) just have landed on download page at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/6599/2-7-physx-plug-in-for-maya-is-also-available/" target="_blank">2.7 PhysX plug-in for Maya is also available</a></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>UPDATE:</strong></span> <a href="http://physxinfo.com/news/7310/dcc-physx-plug-ins-were-updated-to-version-2-71/">2.71 PhysX plug-in for 3ds Max is released</a></p>
<p style="text-align: justify;"><tt>Additionally, updated <span style="text-decoration: underline;">2.61.1028.0930 PhysX plug-in</span> was released for 3ds Max - it includes minor bug-fixes for <a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/" target="_blank">2.61 version</a>.</tt></p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6298" title="PhysX27-2" src="http://physxinfo.com/news/wp-content/uploads/2011/09/PhysX27-2.jpg" alt="" width="550" height="281" /></p>
<p style="text-align: justify;"><span style="color: #3366ff;"><strong>2.7 PhysX plug-in for 3ds Max &#8211; New Features Overview:</strong></span></p>
<ul>
<li>General: Additional <strong>PhysX SDK 3.1</strong> solver</li>
</ul>
<p style="text-align: justify;">Plug-in now features two different simulation engines &#8211; <a href="http://physxinfo.com/wiki/PhysX_SDK_2.x" target="_blank">PhysX SDK 2.8.4</a> and new <a href="http://physxinfo.com/wiki/PhysX_SDK_3.x" target="_blank">PhysX SDK 3.1</a>, with an option to switch between them seemlesly, without necessity to restart 3ds Max.</p>
<p style="text-align: justify;">Providing same simulation quality as SDK 2.8.4, SDK 3.1 solver is noticeably faster, especially in specific scenes which contain composite meshes with complex concave geometry.</p>
<p style="text-align: justify;"><img class="nob aligncenter size-full wp-image-6556" title="2_7-performance" src="http://physxinfo.com/news/wp-content/uploads/2011/11/2_7-performance.png" alt="" width="499" height="269" />As a test, we&#8217;ve measured a time that is needed to simulate 200 frames of &#8220;<a href="http://physxinfo.com/news/wp-content/uploads/2011/11/2_7-chainmail.png" rel="shadowbox[post-6237];player=img;" target="_blank">Chainmail</a>&#8221; scene (430+ composite rigid bodies), in a viewport. As you can see, in this case SDK 3.1 solver is ~40% faster.</p>
<p style="text-align: justify;"><tt>Notes: #1 APEX Clothing is not yet supported by SDK 3.1 engine. </tt></p>
<p style="text-align: justify;"><tt>#2 Current SDK 3.1 implementation has limited contact buffer, so it is not recommended to use it with large number of objects.</tt></p>
<p><span id="more-6237"></span></p>
<ul>
<li style="text-align: justify;">General: Support for <strong>APEX Clothing 1.1</strong></li>
<li style="text-align: justify;">General: <strong>Unified exporter</strong></li>
</ul>
<p style="text-align: justify;"><img class="nob aligncenter size-full wp-image-6292" title="PhysX_exporter1" src="http://physxinfo.com/news/wp-content/uploads/2011/09/PhysX_exporter1.png" alt="" width="480" height="215" /></p>
<p style="text-align: justify;">One universal &#8220;PhysX Export&#8221; window for exporting of PhysX scene content and APEX Clothing assets, depending on selected PhysX engine.</p>
<ul>
<li style="text-align: justify;">General: <strong>Compatibility with other plug-ins</strong> that use PhysX directly (e.g. Thinking  Particles)</li>
</ul>
<ul>
<li>Rigid Bodies: Make shapes optionally wrap elements instead of entire mesh</li>
<li>Rigid Bodies: Mirror rag dolls saves the prefix and suffix which was last  typed in</li>
<li>Rigid Bodies: Transform/copy/paste multiple physical meshes</li>
<li>Rigid Bodies: Mirror physical meshes on same rigid body</li>
<li>Rigid Bodies: double sided static rigid bodies/shapes</li>
<li>Rigid Bodies: Automatic calculation for center of mass</li>
<li>Rigid Bodies: Rag doll improved mass distribution</li>
</ul>
<ul>
<li style="text-align: justify;">APEX Clothing: Support for latch to nearest regions</li>
<li style="text-align: justify;">APEX Clothing: Support for bones attached to the skeleton that are not part of the skin</li>
<li style="text-align: justify;">APEX Clothing: Updated PhysX Visualizer with APEX Clothing visualization</li>
</ul>
<ul>
<li style="text-align: justify;">Fixes: Capsules in wrong location on character after previewing in external previewer</li>
<li style="text-align: justify;">Fixes: Mirror ragdoll shapes got orientation mirroring way off</li>
<li style="text-align: justify;">Fixes: LoD budget option is not working properly in Max but works in external previewer</li>
<li style="text-align: justify;">Fixes: Unable to execute export/import clothing template</li>
<li style="text-align: justify;">Fixes: Collision volumes are sometimes missing in external previewer</li>
<li style="text-align: justify;">Fixes: Collision capsules sometimes don&#8217;t export to apx</li>
</ul>
<p style="text-align: justify;">We remind you that <strong>2.7 PhysX plug-in for 3ds Max</strong> can be downloaded through <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>. Just follow the path:</p>
<p style="text-align: justify;"><tt>[Online Support] -&gt; [Downloads] -&gt; [APEX DCC Clothing Plugins] -&gt; [Max 2.7.X (beta)]</tt></p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>How to switch PhysX plug-ins to PhysX SDK 3.0 mode</title>
		<link>http://physxinfo.com/news/6175/how-to-switch-physx-plug-ins-to-physx-sdk-3-0-mode/</link>
		<comments>http://physxinfo.com/news/6175/how-to-switch-physx-plug-ins-to-physx-sdk-3-0-mode/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 17:13:57 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[RepX]]></category>
		<category><![CDATA[SDK 3.0]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=6175</guid>
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Current developer (and probably future public) builds of DCC PhysX plug-ins have interesting feature &#8211; you can switch your simulation engine and feature set between two different PhysX SDK versions &#8211; SDK 2.8 (as in all previous plug-ins) and new SDK 3.0

However, in latest 2.61 PhysX plug-in for 3ds Max you can already enable PhysX [...]]]></description>
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<p style="text-align: justify;">Current developer (and probably future public) builds of <a href="http://physxinfo.com/wiki/Category:DCC_plug-ins" target="_blank">DCC PhysX plug-ins</a> have interesting feature &#8211; you can switch your simulation engine and feature set between two different <strong>PhysX SDK</strong> versions &#8211; <a href="http://physxinfo.com/wiki/PhysX_SDK_2.x" target="_blank">SDK 2.8</a> (as in all previous plug-ins) and new <a href="http://physxinfo.com/wiki/PhysX_SDK_3.x" target="_blank">SDK 3.0</a></p>
<p><img class="aligncenter size-full wp-image-6184" title="plug-in_30" src="http://physxinfo.com/news/wp-content/uploads/2011/09/plug-in_30.png" alt="" width="295" height="105" /></p>
<p style="text-align: justify;">However, in latest <a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/" target="_blank">2.61 PhysX</a> plug-in for <strong>3ds Max</strong> you can already <span style="text-decoration: underline;">enable PhysX SDK 3.0 mode</span>, as suggested by <a href="http://forums.developer.nvidia.com/index.php?showtopic=6551&amp;view=findpost&amp;p=20998" target="_blank">opethism</a> and further explained by <a href="http://forums.developer.nvidia.com/index.php?showtopic=6741" target="_blank">Blake</a>:</p>
<p style="text-align: justify;">All you need is to add <span style="color: #0000ff;">npx.UsePhysXPlugin(2)</span> line to <span style="color: #0000ff;">px_globals.ms</span> file,</p>
<p style="text-align: justify;">located at &#8220;<span style="color: #0000ff;">\3ds Max 2012\stdplugs\stdscripts\(PhysX)</span>&#8220;.</p>
<p>Final code should look like this:</p>
<blockquote><p>fn PxInitializePlugin =<br />
(<br />
try ( nvpx.InitializePhysX listener )<br />
catch ( format nvpxText.TXT_GLOBALS_WARN_NO_DLM; )<br />
&#8211; create toolbar<br />
nvpx.UsePhysXPlugin(2)<br />
nvpx.CreateToolbar()<br />
)</p></blockquote>
<p style="text-align: justify;">In this mode, one particular feature will be very usefull for PhysX developers &#8211; ability to <span style="text-decoration: underline;">export your scene in RepX</span> format, currently only one serialization format supported in PhysX SDK 3.</p>
<p style="text-align: justify;">Other than that, most simulation features are seems to be working (except for Viewer tool), but stability is not quaranteed.</p>
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		</item>
		<item>
		<title>New 2.61 PhysX plug-in released, supports 3ds Max 2012</title>
		<link>http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/</link>
		<comments>http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 01:07:56 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[MassFX]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=6093</guid>
		<description><![CDATA[After multiple delays and postponements, NVIDIA has finally released updated version of PhysX plug-in for 3ds Max]]></description>
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<p style="text-align: justify;">After multiple delays and postponements, <strong>NVIDIA</strong> has finally released updated version of PhysX plug-in <a href="http://physxinfo.com/wiki/PhysX_plug-in_for_3ds_Max" target="_blank">for 3ds Max</a> &#8211; <strong>2.61.0906.0900</strong></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update [20.09.2011]:</strong></span> updated <strong>PhysX plug-in 2.61.0916.1330</strong> for 3ds Max is available (supports 3ds Max 2009-2012). This version includes bug fixes for several problems one may encounter, like crashes while using APEX Clothing functionality in 3ds Max 2012.</p>
<p style="text-align: justify;"><span style="color: #3366ff;"><strong>Update #2:</strong></span> <a href="http://physxinfo.com/news/6237/2-7-physx-plug-in-for-3ds-max-comes-with-sdk-3-1-support/">2.7 PhysX plug-in for 3ds Max released</a></p>
<p style="text-align: justify;">New major 2.7 version of the PhysX plug-in is still in development, so this minor 2.6+ release is supposed to resolve <strong>compability issues with RayFire</strong>, and also add support for <strong>3ds Max 2012</strong>. In this case, plug-in installs <span style="text-decoration: underline;">above</span> default <a href="http://physxinfo.com/wiki/MassFX" target="_blank">MassFX</a> simulation tool, replacing it and providing additional features, like support for <strong>APEX Clothing</strong> (and if you&#8217;ll uninstall PhysX plug-in, MassFX will be restored).</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6109" title="PhysX_plug-in_261" src="http://physxinfo.com/news/wp-content/uploads/2011/09/PhysX_plug-in_261.jpg" alt="" width="550" height="233" /></p>
<p style="text-align: justify;">No information yet on other fixes (since Release Notes are missing), but we were promised to recieve soon.</p>
<p style="text-align: justify;"><strong>PhysX plug-in 2.61 for </strong><strong>3ds Max</strong> (2009, 2010, 2011, 2012 &#8211; 32-and 64-bit versions) and <strong>3ds Max Design</strong> (2010, 2011, 2012 &#8211; 32-and 64-bit versions) is available for download at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
<p style="text-align: justify;">You can find it in following section: <em>[Online Support] -&gt; [Downloads] -&gt; [APEX] -&gt; [APEX DCC Clothing Plugins].</em></p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
<p style="text-align: justify;"><strong><span style="color: #ff0000;">Update [20.09.2011]:</span> </strong>In addition, new <strong>PhysX plug-in 2.61.0916.1700 for Maya</strong> was also released.</p>
<p style="text-align: justify;">You can download <strong>2.61 PhysX plug-in for Maya</strong> (Maya 2009 &#8211; 2012, 32-and 64-bit versions) at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
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		<slash:comments>41</slash:comments>
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		<title>PhysX plug-in 2.6 for 3ds Max also updated</title>
		<link>http://physxinfo.com/news/5585/physx-plug-in-2-6-for-3ds-max-also-updated/</link>
		<comments>http://physxinfo.com/news/5585/physx-plug-in-2-6-for-3ds-max-also-updated/#comments</comments>
		<pubDate>Fri, 15 Apr 2011 18:40:47 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[plug-in]]></category>

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NVIDIA PhysX plug-in for 3ds Max was updated to version 2.60.0413.1900
Update: PhysX plug-in 2.61 released
Release Notes:
Issues Fixed (Present in Previous Releases)

[#5771] Corrupted Paint Channel when loading some older assets
[#5770] Compression settings are reset to default
[#5769] Ragdoll on CAT rig doesn&#8217;t save/load properly
[#5667] Previewer crashes on some CAT files
[#5761] Cannot save paint channel for some assets


Updated [...]]]></description>
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<p><a href="http://physxinfo.com/news/5281/so-whats-new-in-2-60-version-of-physx-plug-in-for-3ds-max-and-maya/" target="_blank">NVIDIA PhysX plug-in for 3ds Max</a> was updated to version <strong>2.60.0413.1900</strong></p>
<p><strong>Update: </strong><a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/">PhysX plug-in 2.61</a> released</p>
<p style="text-align: justify;"><span style="color: #3366ff;">Release Notes:</span></p>
<blockquote style="text-align: justify;"><p>Issues Fixed (Present in Previous Releases)</p>
<ul>
<li>[#5771] Corrupted Paint Channel when loading some older assets</li>
<li>[#5770] Compression settings are reset to default</li>
<li>[#5769] Ragdoll on CAT rig doesn&#8217;t save/load properly</li>
<li>[#5667] Previewer crashes on some CAT files</li>
<li>[#5761] Cannot save paint channel for some assets</li>
</ul>
</blockquote>
<p style="text-align: justify;"><strong>Updated PhysX plug-in for 3ds Max</strong> is available for download at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>. You can find it in following section: <em>[Online Support] -&gt; [Downloads] -&gt; [APEX] -&gt; [APEX DCC Clothing Plugins]</em></p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
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		<title>PhysX plug-in 2.6 for Maya updated</title>
		<link>http://physxinfo.com/news/5571/physx-plug-in-2-6-for-maya-updated/</link>
		<comments>http://physxinfo.com/news/5571/physx-plug-in-2-6-for-maya-updated/#comments</comments>
		<pubDate>Thu, 14 Apr 2011 05:12:10 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[plug-in]]></category>

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NVIDIA has updated DCC PhysX plug-in for Maya to version 2.60.0412.2200
Release Notes:
New Features


APEX Clothing: External Preview window with APEX debug capabilities


Issue Fixed (Present in Previous Releases)


[#5779] Crash when loading/applying clothing to some asset files



Updated PhysX plug-in for Maya is available for download at Developer Support Center. You can find it in following section: [Online Support] [...]]]></description>
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<p style="text-align: justify;">NVIDIA has updated <a href="http://physxinfo.com/news/5281/so-whats-new-in-2-60-version-of-physx-plug-in-for-3ds-max-and-maya/" target="_blank">DCC PhysX plug-in for Maya</a> to version <strong>2.60.0412.2200</strong></p>
<p style="text-align: justify;"><span style="color: #3366ff;">Release Notes:</span></p>
<blockquote style="text-align: justify;"><p>New Features</p>
<div>
<ul>
<li>APEX Clothing: External Preview window with APEX debug capabilities</li>
</ul>
</div>
<p>Issue Fixed (Present in Previous Releases)</p>
<div>
<ul>
<li>[#5779] Crash when loading/applying clothing to some asset files</li>
</ul>
</div>
</blockquote>
<p style="text-align: justify;"><strong>Updated PhysX plug-in for </strong><strong>Maya</strong> is available for download at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>. You can find it in following section: <em>[Online Support] -&gt; [Downloads] -&gt; [APEX] -&gt; [APEX DCC Clothing Plugins]</em></p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
<p style="text-align: justify;">In addition, separate installers for <strong>Maya 2012</strong> (x32 and x64-bit) are now also provided.</p>
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		<slash:comments>0</slash:comments>
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		<title>So whats new in 2.60 version of PhysX plug-in for 3ds Max and Maya</title>
		<link>http://physxinfo.com/news/5281/so-whats-new-in-2-60-version-of-physx-plug-in-for-3ds-max-and-maya/</link>
		<comments>http://physxinfo.com/news/5281/so-whats-new-in-2-60-version-of-physx-plug-in-for-3ds-max-and-maya/#comments</comments>
		<pubDate>Wed, 16 Mar 2011 21:08:47 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[plug-in]]></category>

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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 [...]]]></description>
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<p style="text-align: justify;">Ongoing (and prolonged) <a href="http://physxinfo.com/news/5109/nvidia-apex-release-is-coming-close/" target="_blank">release of NVIDIA APEX</a> framework has not only brought us <strong>PhysXLab</strong> (authoring tool for APEX Destruction and APEX Particles), but also new versions of PhysX plug-ins for Autodesk <span style="text-decoration: underline;">3ds Max</span>, <span style="text-decoration: underline;">3ds Max Design</span> and <span style="text-decoration: underline;">Maya</span> (plug-ins were uploaded just several hours ago).</p>
<p><span style="color: #ff0000;"><strong>UPDATE:</strong></span> <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/" target="_blank">NVIDIA APEX 1.0 Beta released</a></p>
<p style="text-align: justify;">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 <strong>PhysX plug-ins v. 2.60 for 3ds Max and Maya</strong> are available for download via <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
<p style="text-align: justify;"><span style="color: #3366ff;"><strong>PhysX plug-in for 3ds Max v. 2.60.0314.1641</strong></span></p>
<p style="text-align: justify;"><tt>[supports <strong>3ds Max</strong> (2009, 2010, 2011) and <strong>3ds Max Design</strong> (2010, 2011), 32-bit and 64-bit versions]</tt></p>
<p><span style="color: #ff0000;"><strong>Update:</strong></span> PhysX plug-in for 3ds Max <a href="http://physxinfo.com/news/5585/physx-plug-in-2-6-for-3ds-max-also-updated/" target="_blank">updated</a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2-60-1.jpg" rel="shadowbox[post-5281];player=img;" title="PhysX_3dsMax_2-60-1_sm"><img class="aligncenter size-full wp-image-5289" title="PhysX_3dsMax_2-60-1_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2-60-1_sm.jpg" alt="" width="550" height="319" /></a></p>
<p style="text-align: justify;">2.60 version of PhysX plug-ins seems to be used as basis for new <a href="http://physxinfo.com/news/4956/3ds-max-2012-announced-officially/" target="_blank">MassFX unified dynamics system</a>, included in upcoming <span style="text-decoration: underline;">3ds Max 2012,</span> as it resembles same interface and basic feature list. However, 2.60 PhysX plug-in supports <span style="text-decoration: underline;">APEX Clothing</span>, while MassFX does not.</p>
<p style="text-align: justify;">Lets take a view on new features, in comparison to previous <a href="http://physxinfo.com/news/4417/autodesk-subscription-pack-for-3ds-max-2011-includes-2-40-physx-plug-in/" target="_blank">2.40 version of PhysX plug-in</a>:</p>
<p><span id="more-5281"></span></p>
<ul>
<li><strong>APEX Clothing</strong></li>
</ul>
<p style="text-align: justify;">This long-anticipated feature enhances PhysX plug-in with cloth and clothing simulation capabilitites, and also provides authoring pipeline for <a href="http://developer.nvidia.com/apex-clothing" target="_blank">APEX Clothing</a> module.</p>
<p style="text-align: justify;">APEX may look different from previous NxCloth implementation in 3ds Max &#8211; it is using so-called constrained cloth simulation (cloth modifier can be applied only to skinned mesh), does not support several features like tearing or pressure, and is mostly oriented on real-time simulation for games (but can be backed as vertex animation).</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2-60-2.jpg" rel="shadowbox[post-5281];player=img;" title="PhysX_3dsMax_2-60-2_sm"><img class="aligncenter size-full wp-image-5293" title="PhysX_3dsMax_2-60-2_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2-60-2_sm.jpg" alt="" width="550" height="318" /></a></p>
<p style="text-align: justify;">We won&#8217;t talk about APEX Clothing much, as all its features were revealed <a href="http://physxinfo.com/news/2363/post-gdc-2010-nvidia-theater-presentations-available/" target="_blank">long before</a> the public release. <a href="http://physxinfo.com/news/4683/apex-clothing-authoring-workflow-in-details/" target="_blank">Several in-depth tutorials</a> will help you to start with it (you can also find Clothing tutorial packages in plug-ins download folder at Dev. Support Center).</p>
<ul>
<li><strong>Substeps Control</strong></li>
</ul>
<p style="text-align: justify;">Users can now specify number of physics calculations per frame. Increasing this parameter makes simulation more stable, but decreases performance accordingly.</p>
<div id="attachment_5298" class="wp-caption aligncenter" style="width: 590px"><img class="size-full wp-image-5298" title="PhysX_3dsMax_2_60-3" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2_60-31.png" alt="" width="580" height="251" /><p class="wp-caption-text">Substeps control = stable stacking</p></div>
<p style="text-align: justify;">Previosly, only <a href="http://physxinfo.com/news/4458/how-to-achieve-quality-simulation-with-physx-plug-in-for-3ds-max/" target="_blank">framerate trick</a> was able to prevent bodies from jiggling and interpenetrating each other, and now simulation results are much more convenient. Recommended setting for real-time preview is <strong>3-5 substeps</strong>.</p>
<ul>
<li><strong>Composite rigid bodies</strong></li>
</ul>
<p style="text-align: justify;">New composite physical mesh type allows complex concave rigid bodies (not supported in PhysX SDK) to be represented and simulated as set of convex shapes, using automatic convex decomposition algorithm.</p>
<div id="attachment_5302" class="wp-caption aligncenter" style="width: 590px"><img class="size-full wp-image-5302" title="PhysX_3dsMax_2_60-4" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2_60-4.png" alt="" width="580" height="278" /><p class="wp-caption-text">Left object - convex mesh, right object - composite mesh</p></div>
<p style="text-align: justify;">Composite objects usage decreases simulation performance, but not dramatically.</p>
<ul>
<li><strong>Changing PhysX properties for many objects at once</strong></li>
</ul>
<p><img class="aligncenter size-full wp-image-5313" title="PhysX_3dsMax_2_60-5" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2_60-5.png" alt="" width="580" height="304" /></p>
<p style="text-align: justify;">New &#8220;Edit&#8221; Tab of PhysX Tools panel allows users to change rigid body, physical materials and physical mesh properties for many selected objects simultaneously.</p>
<ul>
<li><strong>Performance viewer and MassFX visualizer</strong></li>
</ul>
<p style="text-align: justify;">Viewer tool allows users to preview simulation performance, not bottlenecked by 3ds Max internal rendering pipeline (thus, it will be mostly useful if you&#8217;re setting up PhysX scene meant to be exported into game engine).</p>
<div id="attachment_5328" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2_60-6.png" rel="shadowbox[post-5281];player=img;" title="PhysX_3dsMax_2_60-6_sm2"><img class="size-full wp-image-5328" title="PhysX_3dsMax_2_60-6_sm2" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_3dsMax_2_60-6_sm2.png" alt="" width="550" height="316" /></a><p class="wp-caption-text">Rigid bodies &amp; joints performance: 11 fps in viewport, 72 fps in Viewer Tool</p></div>
<p style="text-align: justify;">In addition, new &#8220;MassFX Visualizer&#8221; section was added to &#8220;Display&#8221; tab of PhysX Tools panel &#8211; it contains several debugging options (visualize contact points, collision meshes, etc) for physics simulation in viewports.</p>
<ul>
<li style="text-align: justify;">Many minor bug-fixes and features (like ability to specify sleep and CCD options for whole scene).</li>
</ul>
<p style="text-align: justify;"><span style="text-decoration: underline;">As interesting note:</span> whoever was responsible for packaging of 3ds Max plug-in has forgot to delete <strong>PhysX SDK 3.0</strong> .dlls in plug-in folder <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><img class="aligncenter size-full wp-image-5334" title="APEX_1-0_SDK3" src="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_SDK3.png" alt="" width="363" height="55" /></p>
<p style="text-align: justify;">Yes, internal builds are already capable of using SDK 3.0 for simulations.</p>
<p><span style="color: #3366ff;"><strong>PhysX plug-in for Maya v. 2.60.0314.1641</strong></span></p>
<p style="text-align: justify;">(supports Maya 2009, 2010 and 2011, 32-bit and 64-bit versions).</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> PhysX plug-in for Maya <a href="http://physxinfo.com/news/5571/physx-plug-in-2-6-for-maya-updated/" target="_blank">updated</a></p>
<p style="text-align: justify;">This is first public release of <span style="text-decoration: underline;">2.x generation</span> of PhysX plug-ins for Autodesk Maya. Previosly, only <a href="http://sourceforge.net/projects/nimaplugin/" target="_blank">old Nima plug-in</a> was available.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_Maya_2_60-1.jpg" rel="shadowbox[post-5281];player=img;" title="PhysX_Maya_2_60-1_sm"><img class="aligncenter size-full wp-image-5323" title="PhysX_Maya_2_60-1_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/03/PhysX_Maya_2_60-1_sm.jpg" alt="" width="550" height="314" /></a></p>
<p style="text-align: justify;">Generally, it supports most of the 3ds Max plug-in features (including APEX Clothing) mentioned above.</p>
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		<title>PhysX based simulation system in Autodesk XBR will be called MassFX</title>
		<link>http://physxinfo.com/news/4882/physx-based-simulation-system-in-autodesk-xbr-will-be-called-massfx/</link>
		<comments>http://physxinfo.com/news/4882/physx-based-simulation-system-in-autodesk-xbr-will-be-called-massfx/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 18:38:07 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[MassFX]]></category>
		<category><![CDATA[plug-in]]></category>

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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 &#8220;sneak peek&#8221; video gives us a short glimpse on this simulation system, and reveals its name &#8211; MassFX.

As you may [...]]]></description>
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<p style="text-align: justify;">We already <a href="http://physxinfo.com/news/4870/autodesk-webinar-reveals-plans-on-physx-sdk-integration-into-xbr/" target="_blank">mentioned plans of Autodesk</a> to replace <strong>Reactor</strong> (using Havok) physics engine in next versions of <strong>3ds Max</strong> with a new and probably better one, based on <strong>PhysX SDK</strong>.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/4915/new-massfx-video-showcases-convex-decomposition-feature/" target="_blank">New MassFX sneak-peek video</a></p>
<p style="text-align: justify;">Recently released &#8220;sneak peek&#8221; video gives us a short glimpse on this simulation system, and reveals its name &#8211; <strong>MassFX</strong>.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="380" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/I5YhsExX5bs?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="380" src="http://www.youtube.com/v/I5YhsExX5bs?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As you may notice, <strong>MassFX</strong> resembles general design of standart <a href="http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/" target="_blank">PhysX plug-in from NVIDIA</a>, but also includes some long-anticipated features, like <span style="text-decoration: underline;">substeps control</span>, for example.</p>
<p><span id="more-4882"></span></p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-4888" title="MassFX" src="http://physxinfo.com/news/wp-content/uploads/2011/02/MassFX1.png" alt="" width="404" height="267" /></p>
<p style="text-align: center;">
<p style="text-align: justify;">However, certain details are raising more questions &#8211; fracture tool, build into <strong>MassFX</strong> creates concave fragments, while PhysX simulation uses convex approximation (that&#8217;s why cylinder literally explodes after simulation start). Where is convex decomposition feature, or does fracture tool supports PhysX friendly Voronoi fragmentation is currently unknown.</p>
<p style="text-align: justify;">We hope that upcoming <strong>GDC 2011</strong> event will reveal some more information on this topic.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4882/physx-based-simulation-system-in-autodesk-xbr-will-be-called-massfx/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<title>APEX Clothing authoring workflow in details</title>
		<link>http://physxinfo.com/news/4683/apex-clothing-authoring-workflow-in-details/</link>
		<comments>http://physxinfo.com/news/4683/apex-clothing-authoring-workflow-in-details/#comments</comments>
		<pubDate>Sat, 15 Jan 2011 19:09:01 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Authoring]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Tutorial]]></category>

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One of the main features of NVIDIA APEX framework is not only complexity or quality of simulation, but artist-focused authoring pipeline, that allows easy creation of physical content without significant programmer involvement.
Update: PhysX plug-ins for Max and Maya with APEX Clothing features are available.
Update #5: New complete set of official APEX Clothing tutorials.
Authoring process in [...]]]></description>
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<p style="text-align: justify;">One of the main features of <a href="http://developer.nvidia.com/apex" target="_blank">NVIDIA APEX</a> framework is not only complexity or quality of simulation, but artist-focused authoring pipeline, that allows easy creation of physical content without significant programmer involvement.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> PhysX plug-ins for Max and Maya with APEX Clothing features <a href="http://physxinfo.com/news/5281/so-whats-new-in-2-60-version-of-physx-plug-in-for-3ds-max-and-maya/" target="_blank">are available</a>.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update #5:</strong></span> New complete set of official <a href="http://physxinfo.com/news/6358/new-apex-clothing-tutorials-released/" target="_blank">APEX Clothing tutorials</a>.</p>
<p style="text-align: justify;">Authoring process in promising <strong>APEX Clothing</strong> module (you can remember its debut in <a href="http://physxinfo.com/news/3851/apex-physx-in-mafia-ii-clothing/" target="_blank">Mafia II title</a>) goes through <a href="http://developer.nvidia.com/physx-dcc" target="_blank">DCC plug-ins</a> for 3ds Max and Maya.</p>
<p style="text-align: justify;">Following <span style="text-decoration: underline;">tutorials</span> (available previously for plug-in beta users) are giving perfect overview of clothing authoring process, basic capabilities and features, using <strong>3ds Max plug-in</strong> as an example.</p>
<p style="text-align: justify;"><a href="http://www.youtube.com/watch?v=MPHKjeURiso" target="_blank">Tutorial I &#8211; Waving flag</a></p>
<p style="text-align: center;"><a href="http://www.youtube.com/watch?v=MPHKjeURiso" target="_blank" title="APEX_Clothing_tutorials-1"><img class="size-full wp-image-4686 aligncenter" title="APEX_Clothing_tutorials-1" src="http://physxinfo.com/news/wp-content/uploads/2011/01/APEX_Clothing_tutorials-1.jpg" alt="APEX Clothing tutorial - 1" width="500" height="311" /></a></p>
<p style="text-align: center;">
<p style="text-align: justify;"><a href="http://www.youtube.com/watch?v=TmZPkDb70Cg" target="_blank">Tutorial II &#8211; Physically simulated Cape</a></p>
<p style="text-align: center;"><a href="http://www.youtube.com/watch?v=TmZPkDb70Cg" target="_blank" title="APEX_Clothing_tutorials-2"><img class="aligncenter size-full wp-image-4687" title="APEX_Clothing_tutorials-2" src="http://physxinfo.com/news/wp-content/uploads/2011/01/APEX_Clothing_tutorials-2.jpg" alt="APEX Clothing tutorial - 2" width="500" height="311" /></a></p>
<p><span id="more-4683"></span></p>
<p style="text-align: justify;"><a href="http://www.youtube.com/watch?v=2nfQHoBudK8" target="_blank">Tutorial III -  Physically simulated Trench coat</a></p>
<p style="text-align: center;"><a href="http://www.youtube.com/watch?v=2nfQHoBudK8" target="_blank" title="APEX_Clothing_tutorials-3"><img class="aligncenter size-full wp-image-4690" title="APEX_Clothing_tutorials-3" src="http://physxinfo.com/news/wp-content/uploads/2011/01/APEX_Clothing_tutorials-3.jpg" alt="APEX Clothing tutorial - 3" width="500" height="310" /></a></p>
<p style="text-align: justify;"><strong>Update #2:</strong> APEX Clothing tutorials for Maya added.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">APEX Clothing with Maya &#8211; Trench Coat Medium</span></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/2tJSUOYHOSA?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/2tJSUOYHOSA?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><strong>Update #3:</strong> <a href="http://www.youtube.com/watch?v=b-FFtqKQHA4" target="_blank">APEX Clothing tutorial: from Maya to UDK</a></p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<title>Autodesk Subscription Pack for 3ds Max 2011 includes 2.40 PhysX plug-in</title>
		<link>http://physxinfo.com/news/4417/autodesk-subscription-pack-for-3ds-max-2011-includes-2-40-physx-plug-in/</link>
		<comments>http://physxinfo.com/news/4417/autodesk-subscription-pack-for-3ds-max-2011-includes-2-40-physx-plug-in/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 10:43:06 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4417</guid>
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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 [...]]]></description>
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<p style="text-align: justify;">Now, when <a href="http://physxinfo.com/news/4139/physx-plug-in-as-part-of-subscription-advantage-pack-for-3ds-max-2011/" target="_blank">Subscription Advantage Pack</a> for 3ds Max 2011 and 3ds Max Design 2011 <a href="http://www.youtube.com/watch?v=RNI4dd6cLIU" target="_blank">was released</a>, we can verify that it includes <strong>updated version</strong> of PhysX plug-in, designated as <span style="text-decoration: underline;">2.40.0808.2140</span>, avaialble in 32- and 64-bit variants and based on <span style="text-decoration: underline;">PhysX SDK 2.8.3.17</span>.</p>
<p style="text-align: justify;"><strong>Update: </strong><a href="http://physxinfo.com/news/4458/how-to-achieve-quality-simulation-with-physx-plug-in-for-3ds-max/" target="_blank">How to achieve quality simulation</a> with PhysX plug-in for 3ds Max</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update #2:</strong></span> <a href="http://physxinfo.com/news/5281/so-whats-new-in-2-60-version-of-physx-plug-in-for-3ds-max-and-maya/" target="_blank">New PhysX plug-n v. 2.60 released</a></p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4420" title="PhysX_plug-in_2_40" src="http://physxinfo.com/news/wp-content/uploads/2010/09/PhysX_plug-in_2_40.jpg" alt="3ds Max PhysX plug-in v2.40" width="580" height="337" /></p>
<p style="text-align: justify;">Unfortunately, <span style="text-decoration: underline;">APEX Clothing</span> tools are in <span style="text-decoration: underline;">not included</span> in this version of the plug-in.</p>
<p style="text-align: justify;"><tt>Note: To use this plug-in with RayFire Tool, you need to update RayFire to version 1.51.02</tt></p>
<p style="text-align: justify;">For those of you, who still can&#8217;t decide if new PhysX plug-in is worth the update, here are <strong>full Release Notes</strong> we took from documentation:</p>
<p><span style="color: #0000ff;"><strong>v2.40.0625, 2010-June-25</strong></span></p>
<div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#5023] Rotating collision shape on biped does not maintain position in  space</li>
<li style="text-align: justify;">[#4936] Resetting a project does not reset PhysX global settings</li>
<li style="text-align: justify;">[#5022] Capsule&#8217;s shape is altered incorrectly when height or radius is  modified</li>
<li style="text-align: justify;">[#5061] Loading a project from 2010 with constraint fails to load in Max2011</li>
<li style="text-align: justify;">[#5098] Constraint Swing Y and Swing Z reversed in UI</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#5107] Baking rigid bodies attached to constraints yields incorrect results</li>
<li style="text-align: justify;">[#5152] Baking to keyframes offsets values when Start Frame is not 0</li>
<li style="text-align: justify;">[#5153] Initial Spin speed not in degrees per second</li>
</ul>
</div>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span id="more-4417"></span><span style="color: #0000ff;"><strong>v2.40.0605, 2010-June-5</strong></span></p>
<div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4576] Max crashes under specific undo/redo situation</li>
<li style="text-align: justify;">[#4990] Removing ragdoll leaves collision shapes but no modifiers</li>
<li style="text-align: justify;">[#4888] Reordering Rigid Body modifier crashes Max</li>
<li style="text-align: justify;">[#4996] Applying a physical material to multiple selected objects does not  affect them all</li>
<li style="text-align: justify;">[#4915] Constraint exactly on parent&#8217;s pivot may behaves odd during  simulation</li>
<li style="text-align: justify;">[#4515] Adding rigid body modifier to thousands of objects increasingly  slows down</li>
<li style="text-align: justify;">[#4897] Breakable feature for Constraint may not always work</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#5023] Rotating collision shape on biped does not maintain position in  space</li>
<li style="text-align: justify;">[#5061] Loading a project from 2010 with constraint fails to load in Max2011</li>
<li style="text-align: justify;">[#5022] Capsule&#8217;s shape is altered incorrectly when height or radius is  modified</li>
<li style="text-align: justify;">[#5099] Associating Ragdoll with Skin doesn&#8217;t affect shape generation</li>
<li style="text-align: justify;">[#5098] Constraint Swing Y and Swing Z reversed in UI</li>
<li style="text-align: justify;">[#5082] Simulate and reset of animated object as dynamic rigid body changes  the mesh&#8217;s shape</li>
</ul>
</div>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span style="color: #0000ff;"><strong>v2.40.0515, 2010-May-15</strong></span><br />
<tt>(Unreleased)</tt></p>
<div>
<p><strong>New Features</strong></p>
<div>
<ul>
<li style="text-align: justify;">Documentation is linked from the PhysX menu in Max.</li>
<li style="text-align: justify;">Swing1 &amp; Swing2 for constraints have been renamed to Swing Y and Swing Z  for clarity</li>
</ul>
</div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4874] PhysX plug-in causes problems with CAT</li>
<li style="text-align: justify;">[#4714] Repeated simulation and reset with CAT installed results in  rotations being corrupted</li>
<li style="text-align: justify;">[#4910] Scene validation produces incorrect results for some cases</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4990] Removing ragdoll leaves collision shapes but no modifiers</li>
<li style="text-align: justify;">[#5005] Ragdoll does not work with CAT objects</li>
<li style="text-align: justify;">[#4940] Paint visualizer changes brightness on mouse up/down during painting</li>
<li style="text-align: justify;">[#4996] Applying a physical material to multiple selected objects does not  affect them all</li>
<li style="text-align: justify;">[#4936] Resetting a project does not reset PhysX global settings</li>
</ul>
</div>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span style="color: #0000ff;"><strong>v2.50.0427, 2010-Apr-26</strong></span><br />
<tt>(Unreleased)</tt></p>
<div>
<p><strong>New Features</strong></p>
<div>
<ul>
<li style="text-align: justify;">New Scene Validation option during export and from PhysX menu helps identify  authoring problems that won&#8217;t work well</li>
<li style="text-align: justify;">PhysX Ragdoll helpers now explicitly identify which skinned mesh will be  used when deriving convex hulls for bones</li>
</ul>
</div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4745] Physical mesh on some bipeds skews when rotating</li>
<li style="text-align: justify;">[#4809] Grouping bones in Ragdoll does not apply rigid body to the correct  (root) bone</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4918] Clicking the close &#8220;x&#8221; in the Scene Validation window crashes Max</li>
<li style="text-align: justify;">[#4874] PhysX plug-in causes problems with CAT</li>
<li style="text-align: justify;">[#4888] Reordering Rigid Body modifier crashes Max</li>
<li style="text-align: justify;">[#4915] Constraint exactly on parent&#8217;s pivot may behaves odd during  simulation</li>
<li style="text-align: justify;">[#4897] Breakable feature for Constraint may not always work</li>
</ul>
</div>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span style="color: #0000ff;"><strong>v2.40.0403.0000, 2010-Apr-2</strong></span><br />
<tt>(Unreleased)</tt></p>
<div>
<p><strong>New Features</strong></p>
<div>
<ul>
<li style="text-align: justify;">Individual physical meshes for rigid bodies may be copy and pasted between rigid bodies (preserving size, transform, and material)</li>
<li style="text-align: justify;">Rigid bodies now have advanced Linear  Damping and Angular Damping settings</li>
<li style="text-align: justify;">The PhysX Ragdoll helper has a new tool to Mirror Rigid Bodies for bones in consistently-named skeletons</li>
<li style="text-align: justify;">The PhysX Ragdoll helper now defaults to create capsules around the skinned mesh (instead of the bones). The inflation parameter also applies to capsules in addition to convex hulls</li>
</ul>
</div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4688] Simulating after deleting bones may crash Max</li>
<li style="text-align: justify;">[#4707] Undoing after a deletion may crash Max</li>
<li style="text-align: justify;">[#4689] Rigid body collisions do not work with baked keyframes</li>
<li style="text-align: justify;">[#4634] Self-collision Thickness values clamped to a small range</li>
<li style="text-align: justify;">[#4564] Undo does not restore the Physical Material preset on a deleted RB</li>
<li style="text-align: justify;">[#4572] PhysX Toolbar buttons are cut off on 120 and 144 dpi settings</li>
<li style="text-align: justify;">[#4578] Ground Plane exported when visibly unchecked</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4745] Physical mesh on some bipeds skews when rotating</li>
<li style="text-align: justify;">[#4714] Repeated simulation and reset with CAT installed results in  rotations being corrupted</li>
<li style="text-align: justify;">[#4809] Grouping bones in Ragdoll does not apply rigid body to the correct  (root) bone</li>
<li style="text-align: justify;">[#4742] Pressing the &#8220;Close&#8221; button in the PhysX Plugin disables PhysX  simulation</li>
</ul>
</div>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span style="color: #0000ff;"><strong>v2.40.0221.0339, 2010-Feb-20</strong></span><br />
<tt>(Unreleased)</tt></p>
<div>
<p><strong>New Features</strong></p>
<div>
<ul>
<li style="text-align: justify;">Export dialog settings are preserved between invocations.</li>
</ul>
</div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<p>&#8230;<br />
<strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4689] Rigid body collisions do not work with baked keyframes</li>
</ul>
</div>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span style="color: #0000ff;"><strong>v2.4, 2010-Feb-5</strong></span><br />
<tt>Non-public release with APEX 0.9 beta.</tt></p>
<div>
<p><strong>New Features</strong></p>
<div>
<ul>
<li style="text-align: justify;">Save and Load collisions meshes for Ragdolls</li>
<li style="text-align: justify;">Button to select the custom mesh for a rigid body modifier</li>
<li style="text-align: justify;">Kinematic ragdolls default to have no bones added (better blank-slate  value)</li>
</ul>
</div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4582] Multiple grouped models do not export correctly</li>
<li style="text-align: justify;">[#4595] Loading an empty bake file causes Max to become unresponsive</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<p><strong>&#8230;<br />
</strong></p>
</div>
<p style="text-align: center;">&#8212;&#8212;&#8212;</p>
<p><span style="color: #0000ff;"><strong>v2.01.19, 2010-Jan-11</strong></span><br />
<tt>(Unreleased)</tt></p>
<div>
<p><strong>New Features</strong></p>
<div>
<ul>
<li style="text-align: justify;">Global settings to control simulation looping</li>
<li style="text-align: justify;">Constraints are visualized as solids instead of wireframe</li>
</ul>
</div>
<p><strong>Issues Fixed (Present in Previous Releases)</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4579] Kinematic Ragdoll loses animated transform when Bake Selected is  used on a Rigid Body</li>
<li style="text-align: justify;">[#4559] Undo does not remove baked keyframes</li>
<li style="text-align: justify;">[#4566] Bake selected creates keyframes for all dynamic rigid bodies</li>
</ul>
</div>
<p><strong>New Known Issues</strong></p>
<div>
<ul>
<li style="text-align: justify;">[#4582] Multiple grouped models do not export correctly</li>
<li style="text-align: justify;">[#4595] Loading an empty bake file causes Max to become unresponsive</li>
</ul>
</div>
</div>
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