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Archive for the ‘MassFX’ tag

3ds Max 2014 further improves MassFX with mParticles module

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Since 2012 version, Autodesk 3ds Max uses MassFX, PhysX SDK based simulation system, as default physics simulation solution.

New 3ds Max 2014 (and 3ds Max Design 2014) release adds a new MassFX mParticles module to a two existing ones, mRigids and mCloth. Also relaying on PhysX SDK engine, mParticles module is a powerfull and fully controllable particle simulation system.

Previously, mParticles module was know as standlone plug-in – Orbaz Particle Flow Tools: Box #2.

Written by Zogrim

March 26th, 2013 at 11:21 pm

New 2.85 PhysX plug-in released with 3ds Max 2013 and APEX 1.2 support

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In pair with 2.72 plug-in, NVIDIA has presented new 2.85.0427 version of PhysX plug-in for 3ds Max 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.

2.85 plug-in is roughly equivalent to MassFX 2013 in terms of features, except that it provides APEX Clothing support instead on mCloth simulation engine.

Update #2: updated 2.86.00806 plug-in for 3ds Max is up.

Update: new 2.86.00717 plug-in for 3ds Max (2010-2013) is released.

  • Support for APEX 1.2 – PhysX 3 cloth.
  • Simulation latency settings.
  • Other improvements and bug-fixes.

Plug-in is temporarily located at Developer Support Center.

Release Notes

  • General
    • General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
    • General: Support for PhysX SDK 3.2 engine.
  • Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:01 pm

Posted in PhysX Tools

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3ds Max 2013: new features of MassFX in review

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Autodesk and NVIDIA continue their effort to create the universal physics simulation system for 3ds Max package – it is known as MassFX.

What has changed in new MassFX version, that comes with 3ds Max 2013, in comparison to the first release? We have tried to answer this question in our review.

One of the main new features of MassFX 2013 is the addition of mCloth – cloth simulation module, which was co-developed with Autodesk. Despite the rumors, mCloth uses PhysX 2.8.4 cloth solver for underlying physical calculations.

In comparison to APEX Clothing tools in PhysX plug-ins, mCloth is clearly oriented on VFX area: “one click” set up (no need to skin the mesh and apply movement constraints, as for APEX), full collisions with MassFX rigid bodies with two-way interaction, vertex group operations (like pin or attach to object), support for dynamic and kinematic cloth, ability to bake the simulation in keyframes.

Read the rest of this entry »

Written by Zogrim

April 17th, 2012 at 4:53 am

Autodesk has announced 3ds Max 2013

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Autodesk has officially presented 3ds Max 2013 and 3ds Max Design 2013 – popular 3D modelling, rendering and animation packages.

Among other changes and improvements, MassFX, PhysX SDK based physics simulation solution, was upgraded with a number of new features.

Artists can now enjoy a more integrated and accurate dynamic toolset, thanks to a wide range of enhancements and additions to the MassFX unified system of simulation solvers.

Highlights are a new mCloth module that features tearable fabric and support for dynamic ragdoll hierarchies. In addition, improved constraints, better handling of pivot points, and enhanced UI readability help improve overall workflow.

Written by Zogrim

March 28th, 2012 at 10:47 am

MassFX 2013 Sneak Peek: Bearing Machine

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Autodesk has presented another video, showcasing some of the new features of MassFXPhysX SDK based physics simulation system, that is replacing Reactor engine since 3ds Max 2012.

You can observe the process of mCloth object creation (and also it’s settings and interaction with rigid bodies), better support for concave meshes and updated interface.

It was also mentioned previously, that MassFX 2013 will also support standart forces, like PBomb and Vortex.

Written by Zogrim

March 6th, 2012 at 8:53 am

MassFX: what is coming in future versions of 3ds Max

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As always at the beginning of the year, Ken Pimentel (Director of Visual Communication Solutions within Autodesk) has revealed some details about new features and capabilities of upcoming versions of 3ds Max.

Few words were said about MassFX - PhysX SDK based physics simulation solution, introduced in 3ds Max 2012.

We introduced MassFX and mRigids (based on PhysX and our partnership with Nvidia) in 3ds Max 2012. It was a start on our march to a more unified dynamics experience. We’ve continued that effort with Nvidia and we think you’ll be pretty pleased with the results in general. We’re not done, but definite progress in the right direction, we hope you’re pleased with it.

“Results” will include, at least, the addition of mCloth module for cloth simulation (as revealed at SIGGRAPH 11) and forcefields functionality through standart Force objects (as you can notice from a “teaser” video below).

Read the rest of this entry »

Written by Zogrim

February 7th, 2012 at 12:17 pm

3ds Max 2012 Service Pack 2 includes fixes for MassFX

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Recently, Autodesk has released Service Pack 2 (SP2) for 3ds Max 2012 and 3ds Max Design 2012 – is a cumulative update, that includes various fixes for issues with stability and performance based on customer feedback.

In comparison to previous updates, SP2 now also includes numerous bug fixes for MassFX – new PhysX SDK based physics simulation system, that has replaced Reactor in 3ds Max 2012.

Release Notes

  • Fixed rollout state changing to Advance.
  • Fixed order of rollout menus.
  • Very small objects used in Composite mesh generation no longer cause a program error.
  • Changing the high-velocity collision minimum speed value now works correctly.
  • The Sleep setting in the World tab no longer causes a MaxScript error.
  • An nvpx.ExportPhysXScene error dialog has been updated to be easier to understand.
  • Bake now works when the scene contains Bipeds.
  • Having the Dynamics Explorer or Scene Explorer open no longer negatively affects previewing the simulation.
  • Remove Skeleton now removes all Kinematic Skeletons, not just the first one selected.
  • Calculate At Current Frame now works correctly.
  • The Rigid Body modifier UI no longer redraws multiple times when opening.
  • The inflation value in the Multi-Editor now supports negative values for convex mesh types.
  • Selecting and moving MassFX constraints now support the type-in transform.
  • Using a Plane with box mesh type now simulates with the correct collision mesh shape.
  • You can now Undo the Convert To Custom Mesh function.
  • Rigid body collisions now behave correctly with back facing geometry.
  • Undo now works after grouping bones in a kinematic skeleton.
  • The MassFX SDK now correctly supports contact reports.
  • Creation of a new mesh in MassFX rigid body can now be undone.

It was also mentioned that remaining issues, like incompatibility with PhysX engine in Thinking Particles plug-in, will be solved in upcoming hotfix.

You can download Service Pack 2 for 3ds Max 2012 from this page

Note: It is highly recommended to uninstall 2.61 PhysX plug-in (if you have one installed) before applying SP2. It can be safely re-installed after.

Written by Zogrim

September 25th, 2011 at 1:28 pm

Posted in PhysX Tools

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New 2.61 PhysX plug-in released, supports 3ds Max 2012

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After multiple delays and postponements, NVIDIA has finally released updated version of PhysX plug-in for 3ds Max2.61.0906.0900

Update [20.09.2011]: updated PhysX plug-in 2.61.0916.1330 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.

Update #2: 2.7 PhysX plug-in for 3ds Max released

New major 2.7 version of the PhysX plug-in is still in development, so this minor 2.6+ release is supposed to resolve compability issues with RayFire, and also add support for 3ds Max 2012. In this case, plug-in installs above default MassFX simulation tool, replacing it and providing additional features, like support for APEX Clothing (and if you’ll uninstall PhysX plug-in, MassFX will be restored).

No information yet on other fixes (since Release Notes are missing), but we were promised to recieve soon.

PhysX plug-in 2.61 for 3ds Max (2009, 2010, 2011, 2012 – 32-and 64-bit versions) and 3ds Max Design (2010, 2011, 2012 – 32-and 64-bit versions) is available for download at Developer Support Center.

You can find it in following section: [Online Support] -> [Downloads] -> [APEX] -> [APEX DCC Clothing Plugins].

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

Update [20.09.2011]: In addition, new PhysX plug-in 2.61.0916.1700 for Maya was also released.

You can download 2.61 PhysX plug-in for Maya (Maya 2009 – 2012, 32-and 64-bit versions) at Developer Support Center.

Written by Zogrim

September 9th, 2011 at 4:07 am

Posted in PhysX Tools

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Siggraph 2011: The Latest Advances in NVIDIA PhysX and APEX Technology

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Autodesk has published a recorded video of a presentation – “The Latest Advances in NVIDIA PhysX / APEX Technology” – that was performed by Daniel Horowitz, engineering manager for PhysX dev. tools in NVIDIA,  at Siggraph 2011.

Update: MassFX: what is coming in future versions of 3ds Max

This presentation is covering such topics as design principles of PhysX and MassFX plug-ins, relationship between those tools, and is also giving an overview on APEX Clothing authoring process and upcoming features.

Some interesting facts:

  • APEX Destruction functionality will be added to PhysX plug-ins in the future. It was also mentioned, that it will be possible to use to use 3d party tools for fracturing (not only default solution in PhysXLab) and also tweak graphical and physical meshes separately.
  • Next release – PhysX plug-in 2.7 will support PhysX SDK 2.8.4, PhysX SDK 3.1 and APEX 1.1
  • APEX Softbodies module was mentioned.
  • Contact Layers feature (basically, collision filtering) will be added in 2.7 plug-in for Maya, and 2.x plug-in for 3ds Max.
  • Patner integration program. For example, PhysX based rigid bodies from Particle Flow plug-ins will be able to interact with MassFX rigid bodies.
  • mCloth module will be based on ClothFX plug-in from Size8Software, but it will fully interact with MassFX rigid bodies, ragdolls, atachments and so on (nice solution to keep PhysX cloth and APEX focused on clothing simulation for games only).

It was promised that new 2.7 PhysX plug-ins will arrive shortly, in a few weeks, so keep an eye on our website for a full review.

Written by Zogrim

August 13th, 2011 at 12:44 pm

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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