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Archive for the ‘plug-in’ tag

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

PhysX From Inside Out: RayFire Tool

without comments

We are proud to announce our new line of articles, called “PhysX From Inside Out” – view on PhysX SDK from developer’s perspective, within the bounds of certain PhysX based applications.

Or first, pilot article, is dedicated to RayFire Tool – awesome destruction plug-in for 3ds Max. Mir Vadim, RayFire Tool sole developer, has answered some of our questions about  RayFire history and PhysX SDK role in plug-in development.

Read The Article - PhysX From Inside Out: RayFire Tool

P.S. I’ve counted on small interview firstly, but Mir Vadim has sended a huge post-mortem like material – must read for every RayFire user and admirer.

Thanks Mir ! :)

Written by Zogrim

February 8th, 2010 at 3:13 am

WeeklyTube Issue 19: PhysX video overview

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Users are starting to experiment with new 2.0 PhysX plug-in for 3ds Max, check videos below.

physx03.mov by ohanusorn

Rigid bodies and constraints, video captured from viewport.

Physx test2 by zunshiro

Rigid body simulation with PhysX plug-in. Fragmentation was made with VolumeBreaker from Cebas, afaik.

Read the rest of this entry »

Written by Zogrim

January 9th, 2010 at 3:42 pm

Posted in WeeklyTube

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PhysX DCC plug-in v2.01 for 3ds Max now available !

with 8 comments

Christmas present from Nvidia – new PhysX DCC plug-in for 3ds Max is now available officially.

Update: new PhysX plug-in v. 2.40 for 3ds Max

Release Notes, thanks to Gavin Kistner:

This new plug-in has been rewritten from the ground up. A few highlights of the new release:

  • Support for Max 2008, 2009, 2010 (and when available, 2011), 32-bit and 64-bit.
  • A first-class toolbar and menu for creating and controlling the simulation.
  • A modifier-based approach to match workflow in 3ds Max, with greatly improved artist interface to the options.
  • A physical material system for using and adjusting physics properties on many objects at once.
  • Convenient constraint presets for common workflows.
  • Improved constraint visualization and performance.
  • Convenient ragdolls, deriving collision volumes from a skinned mesh.
  • Bake simulation results to keyframes for offline rendering.
  • Super simple samples created by engineers and yours truly.
  • New documentation rewritten from scratch.

This great progress comes at a slight cost, however. Some PhysX features available in the previous plug-in are not (yet) exposed on the new version. Fluids, cloth, force fields, and soft bodies are not supported with this release. As demanded and deemed important, we will be adding features and improving the plug-in for the next releases. (Look in particular for the inclusion of awesome APEX Clothing in an upcoming release.)

New tools 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.

Once approved and logged in – Plug-ins are located under “Online Support” -> “Downloads” Tab

Update: Plug-ins leakedx86 version (Mirror #1; Mirror #2; Mirror #3) ||  x64 version (Mirror #1; Mirror #2; Mirror #3) – Source: CGPersia

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Written by Zogrim

December 24th, 2009 at 1:28 pm

Posted in PhysX Tools

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Leak Week ! PhysX DCC 2.0 beta plug-in this time

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This week is rich in leaked PhysX tools and software: 9.09.1112 drivers previously, and now – new beta PhysX 2.0 plug-in for 3ds Max. This plug-in was unavailable even on Dev. Support Center, only by personal e-mail request.

beta 2.0 plug-in

New plug-in  supports both 32- and 64-bit versions of 3ds Max 2008, 2009 and 2010. Features overview is located here

Download via Rapidshare (download limit reached)

Update: PhysX plug-in v2.01 for 3ds Max released

Source: sinefx.com

Written by Zogrim

December 9th, 2009 at 2:44 pm

Posted in PhysX Tools

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PhysX 3ds Max 2.0 beta plug-in available for testing

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After several weeks of delays, beta version of PhysX 2.0 plug-in for 3ds Max is finally available for testing. We’ll simple quote Gavin Kistner, PhysX Max and Maya plug-ins Product Designer:

The extranet we want to use to distribute the beta PhysX Plug-in for 3ds Max is taking longer than expected to finalize. However, I’d love to get beta testing underway sooner rather than later. To that end, if you would like to be a beta tester for the plug-in (supporting Max 2008, 2009, 2010 on 32- and 64-bit OS), please send me an email. I’ll get you the plug-in if you will in turn give me feedback.

Send an email with subject “PhysX Plug-in for 3ds Max Beta” to “gkistner@nvidia.com“, and include your real name, email address, and company that you’ll be using the plug-in for. Optionally, I’d also love to hear what you intend to use the plug-in for: content development for PhysX-based games; developing for other real-time simulations; improved simulation for standalone rendering; or just repeatedly smashing wrecking balls into brick silos and watching them fall.

Source: Nvidia Developer Forums

Update: PhysX plug-in v2.01 for 3ds Max released

Written by Zogrim

November 14th, 2009 at 2:00 am

Posted in PhysX Tools

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PhysX 3DS Max 2.0 Plug-in features preview

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Thanks to Gavin Kistner, Nvidia PhysX plug-ins manager and designer, we can now take a print of what features and improvements 2.0 PhysX plug-ins (currently in development) will have over current generation DCC tools

Following overview is related to PhysX Plug-in for 3DS Max, but we think Maya plug-in feature set won’t differ much.

There’s a proper PhysX toolbar providing access to commands and simulation control, and a proper panel for setting global parameters.

The new plug-in has been heavily overhauled to better support Max workflow. Rigid Bodies are created as modifiers (constraints are still separate helpers). You can change attributes of the modifier, or the underlying geometry, and changes are automatically reflected in the simulation.  There are sub-object modes in the modifier for visualizing and controlling the Initial Velocity and Spin directions. We have a much better presentation of all attributes.

The physical mesh shapes (Sphere, Box, Capsule, Convex Hull) wrap around the geometry nicely by default. You can regenerate a convex hull with specified inner (deflation) or outer (inflation) offset. You can convert a convex hull to an Editable Mesh, tweak vertices, and get those changes reflected on the shape.

If all works as planned, it should be pretty clear and easy how to use multiple physical meshes for a single object.

The D6 joints have been heavily worked on to be more useful. The visualizations are improved. For a minor convenience, there are toolbar buttons to create a joint with common presets (e.g. Hinge, Ball & Socket, Sliding, etc.). The presentation of the attributes has been greatly simplified and clarified in the new rollouts.

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Written by Zogrim

September 29th, 2009 at 2:54 am

Posted in PhysX Tools

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