at the top of the page, under thread tools… subscribe to this thread
RayFire Tool
Since RayFire doesn’t work anymore in 3ds Max 2012 I was wondering what the better option is. RayFire in Max 2011 or Mass FX in Max 2012?
RayFire works in Max 2012, only Interactive Demolition and Force affection don’t.
Anyway, next major build will have one pretty BIG, really big, dynamic improvement, like previous BIG fragmentation improvement in 1.55.
Don’t want to say anymore for now. 
Even when not using Interactive Demolition I get an error. I tried Google for a solution but I found a few forums/post where it was said that RayFire 1.55 didn’t work with Max 2012 yet. Here’s the problem:
I created a really simple scene: a box1 as floor and a box2 as falling object. I fragmented box2 and when I hit preview/bake animation, I get an unknown system exception warning. What am I missing here? I didn’t have this with older versions of Max.

That might be because Max 2012 comes with PhysX 2.6 or later installed by default as MassFX, but as we know Rayfire only works with PhysX 2.4 until Nvidia gets things sorted. So I guess you’ll need to uninstall that version of PhysX and install Physx 2.4.
I think that’s what’s going on anyway. I’m on 2011 at the moment running with rayfire 1.51.
When I start up the PhysX 2.4 installer it says no 64-bit version of 3ds Max is installed, while Max 2012 64-bit is the only version I have installed. Maybe I need a different version for Max 2012 but it’s such a pain in the ass to get those PhysX plug-ins, I don’t see why you have to go through all this trouble to get it from NVidia.
Edit: Can anyone tell me the exact version I need?
Ah yeah might be a different version of the plugin required for 2012 or I might be wrong about needing it altogether. I agree it’s absurdly convoluted a process to get those plugins. Why they can’t just have them in a list and allow you to just download what you want like a driver I don’t know.
Hi , i was checking new rayfire tool 1.51 and frustrated , i saw that there is no more “Demolish Groups” under Physx Demolition Properties which prevents the explosions fragmented objects.
In version 1.46 there is this options helps a lot but where is it on 1.51 version , why deleted ?
For example fragment a box with irregular fragmentation mode and make the noise strength to 2,start the simulation and bam,you can see that it explodes,with Demolish Groups check-box, it makes the fragments in group and they fall down when meet with the ground they get apart.How to do this in version 1.51 ?
Thanks ,
Regards.
I just got latest beta version of Physx plugin 2.6 for Max 2012 and tested it.
Interactive Demolition and Force affection works well just like before.
New build should be available on next week.
Glad to hear nVidia finally stepped up. Hopefully everything goes well with your tests Mir.
Rich
Good work takes time, look how long nVidia took to update on their end. Mir is working with a beta version so I’m sure he’s dealing with all the bugs that come along with a beta.
I look at it this way…I know mir is working his ass of to update, and I thank you my friend. but Autodesk has decided to put all there eggs in one basket…nVidia. So now rayfire is having probems, not to mention all the damm reactor rag-doll, cloth , etc that I have custom to is gone… can not find a tut to replace rope or anything for that matter…so I guess I could learn TP, and say get bent…aye…or wait for mass fx…I don’t think so… Sorry mir your stuck in the middle.
Well, not for too long, to be honest I don’t like all these delays as well and don’t get me wrong, Physx is a pretty good engine and plugin itself is good but dependency sometimes killing me, so… Bullet is on it’s way. 
From what i’ve seen i’d say supporting Bullet is a smart move. :buttrock:
Edit: Poor choice of words.