Gladly i stored my lengthy post i originally intented to write in response to this thread, until i realized that the OP was talking about PFLow
Back to the MassFX scale issues after reload:
You propably are hit by a serious design flaw of current (Max 2013/2014) MassFX versions, that exists when dealing with legacy MassFX scenes ( created in Max 201/2011/2012 ). Maybe your problem is caused by something else, but nevertheless, here’s some lengthy post, describing the flaw i’m talking about. For the solution of the problem simply browse down to the last part of the post ( “Solution” )
This is a problem when loading MassFX scenes into Max 2013/2014 which were originally created in earlier PhysX/MassFX versions ( Max 2010/2011/2012 ). In those earlier days, MassFX/PhysX stored the physics world scale and other essential settings, in the external file properties. You can easily verify this by using Explorer->Properties->Custom, just see screenshot attached. This is all fine when the files are actually loaded by those legacy Max/PhysX versions, but it totally breaks the scene when loaded, changed and resaved with current Max versions (2013/2014).
Current MassFX versions store those PhysX/MassFX related settings in the Max scene file itself, which is the far better solution. What happens now though, is that current Max/PhysX versions (the loading scripts to be exact), trigger a “legacy compatibility” mode as soon those external file properties are detected and the external, legacy properties are read in and applied to the PhysX world.
Imagine you make changes now to those MassFX/PhysX related setting in your current Max Version, like let’s say you change the Max world units, and save the Max file. The problem is that those legacy file properties DO NOT GET UPDATED and are NOT REMOVED from the file. They still sit UNMODIFIED, UNUPDATED on your Max file without you noticing.
Because of that, the legacy compatibility code in the script triggers again next time this Max scene gets loaded into Max ( because those old, outdated file properties are still on the file) and get PRIORITY over your recently modified and saved internal Max scenefile MassFX/PhysX settings…
And BAM !:
your carefully tweaked and balanced Max/MassFX scene gets loaded and totally wrong and outdated PhysX/MassFX settings get applied all over the place ( PhysX units<->Max units do not match etc…). Just because MassFX does’nt read your updated internal values, but gives priority to the outdated external file properties…
*** SOLUTION ****
Be sure to CLEAN ALL external file properties starting with "px_* when bringing in legacy scenes to current PhysX/MassFX versions ( or Max versions ). Essentially every Max scene showing those file properties is affected by the flaw, so remove them on scenes not intended to work with Max 2010/2011/2012. See attached screenshot for a reference how those file properties look. The problem is, that all your physx related force, mass and dimension and distance settings (eg. RB scale) and global physx world settings are probably totally off already. There is no way arround as to fix them manually, after you removed the file properties of course…
CHECK YOUR “MAXSTART.MAX” FILE !!! If this file already is “infected” by those legacy file properties ( because you saved it with a legacy Max version or simply copied it over from your legacy Max installs),
ALL YOUR FUTURE PHYSX SCENES WILL FAIL AND BREAK ON RELOAD WHEN YOU CHANGE GLOBAL MASSFX/PHYX SETTINGS.
The latter happened to me, and that’s the cause i investigated and found that flaw. My RB gizmos/collision meshes etc ALWAYS got f*cked up totally scale wise after scene reloads because of the file properties on my “maxstart.max”. Maybe this is exactly the problem here…
I reported this bug/design flaw already, but am not quite sure wether it reached the right people. So please report thoset thing too. It’S a really serious matter. Ironically you get hit by it most prominently, as soon as you change your Max system units from meter to anything else, as MassFX defaults to meters, so after you change that you might immediatly see the off scaled RB geometries etc. after a reload …