PhysX baking problem


#1

Hi Guys,

Anyone else here having issues with PhysX plug-in not baking kinematic objects in the sim?

I’ve got a simple ball key framed to move through a set of boxes, i can run the preview fine everythign appears to work but when i try to bake out the sim the ball stays where it is on the first frame, it’s like Physx is ignoring that it’s got animation on it. :S

Any help or info would be great.

thanks
Phil


#2

Well you know I have the same problem. :slight_smile:

Is there a good place to discuss using PhysX in Max? I haven’t really found any forums that cover it much.


#3

No one wants to talk about Massfx in 2012. .:sad: …cuz its a mess right now.

waiting on Nvidia…which is sad to say, autodesk must feel like poop.


#4

I’m not using max 2012 and MassFX. The version I’m running is 2.4 on max 2011, but it’s all the same, seems like on-one wants to talk about it…


#5

Hi guys, have you found any solution to this problem? :banghead: I have the latest plugin right now, but it seems the problem still exists. I am unable to bake the cloth simulation to the vertex animation in no way. Unfortunatelly this pipeline is not well documented by nvidia. Thanks for any respond.


#6

Seems like it’s a wash. I’ve pretty much given up on it. Given how slow AD updates their own tools (Nurbs, uv unwrap bugs, etc), I don’t have much hope for two parties like this working together. Example: MR… advancing soooo slowly, and then some of the best features are hidden by default.


#7

The newer version of the plugin worked for rigid bodies. I’ve never tried cloth but I expect that’s quite different as it’s deformation information, not just keyframes.

I have found the whole thing to be somewhat disappointing so far. It’s just nowhere near a complete solution.


#8

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