PhysIt! - "T3D/PhysX Powertools", for 3dsMax
by TheGasMan · in Artist Corner · 10/02/2009 (3:14 am) · 29 replies
Hey guys and gals,
- I have started to develop an automated processing tool, similar to my Doit! tool, but for PhysX(and perhaps other phys. libs) and T3D! As you may already know; T3D comes with PhysX functionality...but creating and sorting PhysX information on objects can be a time consuming process. ..and who wants to spend their precious time setting up export information when it can be something almost painless, automatic and near instantaneous ?!
Ok, enough of me sounding like an infomercial.
- The reason why I am posting this is not only to inform you guys that I am working on this, but also to ask you guys if you want any special/extra features added.
- Here's two example ideas to help get the thoughts flowing through your heads:
"I would like to see the actor types have assigned colors." or "I would like to see a 'divide feature' where the chosen object is automatically broken into "N" number of pieces and the rest is done atomatically for me so that I have a breakable PhysX object for my game!"
- ok, ok, those 2 ideas are already in, but I want to know if you guys have any requests. - I have alot of plans that I need to start working further-on, but the base functionality, is already well underway.
Also, I don't really have a solid name for this product yet. So expect "PhysX Powertools" to change to something, well, err...to something good. ;)
Cheers,
-eb
//Edit: Nvidia plans to support Max 2008, 2009, 2010 (and 2011 when available) support, including 64-bit. People are pleading with them for Max 8 and 9. We'll see where all of this is headed, sometime soon.
- I have started to develop an automated processing tool, similar to my Doit! tool, but for PhysX(and perhaps other phys. libs) and T3D! As you may already know; T3D comes with PhysX functionality...but creating and sorting PhysX information on objects can be a time consuming process. ..and who wants to spend their precious time setting up export information when it can be something almost painless, automatic and near instantaneous ?!
Ok, enough of me sounding like an infomercial.
- The reason why I am posting this is not only to inform you guys that I am working on this, but also to ask you guys if you want any special/extra features added.
- Here's two example ideas to help get the thoughts flowing through your heads:
"I would like to see the actor types have assigned colors." or "I would like to see a 'divide feature' where the chosen object is automatically broken into "N" number of pieces and the rest is done atomatically for me so that I have a breakable PhysX object for my game!"
- ok, ok, those 2 ideas are already in, but I want to know if you guys have any requests. - I have alot of plans that I need to start working further-on, but the base functionality, is already well underway.
Also, I don't really have a solid name for this product yet. So expect "PhysX Powertools" to change to something, well, err...to something good. ;)
Cheers,
-eb
//Edit: Nvidia plans to support Max 2008, 2009, 2010 (and 2011 when available) support, including 64-bit. People are pleading with them for Max 8 and 9. We'll see where all of this is headed, sometime soon.
About the author
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Recent Threads
#22
look my File:
www.warindark.com/TestPhysxMaxfiles/physxtest.rar
I don't know my error where?
11/10/2009 (11:12 pm)
I has see that...But...Can't in T3d....look my File:
www.warindark.com/TestPhysxMaxfiles/physxtest.rar
I don't know my error where?
#23
11/10/2009 (11:19 pm)
@Szzg007: I checked out your files and have some suggestions. But please take your discussion to a new thread. This one is about PhysIt.
#24
I have finally acheived a 100% success rate of properly working exports with my Physit! tool. Right now is alpha/mixed/beta for bug test and then I should hope to start selling it within the next week or 2.
@Russell; your long awaited email is soon to come !
02/12/2010 (6:06 am)
hey guys, great news:I have finally acheived a 100% success rate of properly working exports with my Physit! tool. Right now is alpha/mixed/beta for bug test and then I should hope to start selling it within the next week or 2.
@Russell; your long awaited email is soon to come !
#25
02/12/2010 (10:17 am)
Wow! eb, your persistence is impressive! I know the quirks with PhysX have been a tough nut to crack. Which is why PhysIt is needed so much.
#26
My brain is numb from it, but Physit!'s pipe is rock-solid if used in proper fashion.
I am currently wiring some physx menu systems to be controlled by Physit! so that users can skip over using the PhysX utility rollouts. The panel should cover 95%-100% of the T3D case use with PhysX. (I'm not one for that maxscript utility tab/panel anyways.)
Then error check systems and beyond..
Here is an image of the "breakables section"

Edit: I have noticed that the polycount of the _pxactor is forced by T3D. ..and that the detail marker is a frivolous leftover of DTS setup as the shapes can't lod but only cull by leaving camera view.
02/12/2010 (4:14 pm)
I won't even begin to explain the issues I encountered..most were from a bad version of opencollada.My brain is numb from it, but Physit!'s pipe is rock-solid if used in proper fashion.
I am currently wiring some physx menu systems to be controlled by Physit! so that users can skip over using the PhysX utility rollouts. The panel should cover 95%-100% of the T3D case use with PhysX. (I'm not one for that maxscript utility tab/panel anyways.)
Then error check systems and beyond..
Here is an image of the "breakables section"

Edit: I have noticed that the polycount of the _pxactor is forced by T3D. ..and that the detail marker is a frivolous leftover of DTS setup as the shapes can't lod but only cull by leaving camera view.
#27
02/12/2010 (5:06 pm)
Dude. This is so rad.
#29
www.torquepowered.com/community/blogs/view/19651
Russell, are you ever going to mail your license info over ?
04/16/2010 (11:20 pm)
Price cut in half..reasons stated in blog here:www.torquepowered.com/community/blogs/view/19651
Russell, are you ever going to mail your license info over ?
Associate Russell Fincher
Sickhead Games
Part 1: PhysX and 3DS Max, A Torque-user’s Guide
Part 2: Building Meshes and Setting up Hierarchy
Edit: Sorry... looks like the completed docs still haven't been uploaded to the end of the PhysX tutorials. Pester GG to get them up faster. If anyone needs the Max files that go along with the tutorials, email me and I'll make sure you get them.