RayFire Tool


#941

great new tests! i really like tee wind one. very resident-evil-extinction-like (endfight) :smiley:

the fence booom is awesome too! if u found something cool dont hesitate to show the way step by step how u got there with images :slight_smile:


#942

How on earth do you control the rayfire physics, gravity and all when you want to use a worldscale that is “normalt” all my tests are made with generic and inches, which is far far from what i would use in any production.

when changing to millimeters everything goes boom, nothing stays still and things drop speed is very strange.


#943

Just checking the vids on Mir’s site and practically read this entire thread.I think it is absolutely amazing that a guy wrote an incredible plugin like this as his debut maxscript learning curve “script” I’m stunned.Mir,you are a fantastic guy.:bowdown:I’m delighted for you that your hard work and dedication has payed off.Best of luck with the future.:thumbsup:

Just a quick question though regarding Havok solver.How come inactive objects work in havoK 1 solver, but not havoK 3?

I’m on 64 Max so obviously i wouldn’t be able to use physX(at the moment)

And as Havok 1 is so much slower than 3,the issue asked above would put me off.


#944

PhysX is so much better I would actually advice you to just use 32bit for your rayfire things rather than trying to fix havok.


#945

I have been using 64 for a while now and i don’t think i could revert back to 32:scream: I have other plugins that are 64 and i have Max setup just the way i like it.i’m sure in the future when Nvidia get their 64PhysX s@@t together Mir will update RF in the usual 10 min or so that he seems to bring out updates!:applause::slight_smile:


#946

Hi, musashidan, and thanks. :slight_smile:

PhysX plugins works nice on 64 bit PC, but only with 32 bit Max, so I guess thomaskc meant that You can install Max 32 bit just to use PhysX plugon features. Not to revert to 32 bit totally.

And few words about havok solvers.
Yes, havok 3 solver is much faster the havok 1 solver. But, it works only with Rigid Bodies. And it doesn’t support Inactive objects, I don’t know why, probably because of bug.
Another problem is that it is impossible to change solvers via max script, so, if You want to create reactor simulatiom using RayFire and havok 3 solver, You have to change solver manually.


#947

thanks for the reply Mir.I actually meant reverting from Max 64 to 32.not XP 64 to 32. Sorry for the misunderstanding.:)It’s a pity Havok 3 was never really updated to compete with physX.


#948

I can’t understand what the big problem is with Physx only running in 32bit. It will be great if it ran in 64bit, of course, but what’s the big deal in just having one more max open, it’s not like it’s gonna run out of memory so soon. Make your RBD, save, open in 64bit max, continue. Works fine for me :slight_smile:


#949

So in effect,i would be running the sim in 32,baking out the keyframes and just reopening the file in 64? Now there’s a plan:)


#950

Yes, just sim, save, open, do anything, save, open back. 32 and 64 are totally compatible, just set them up the same way (interface, scripts, plugins) and you won’t see any difference.


#951

cheers hristo,i will definately do this as physX looks really nice on your tutorial vid.:thumbsup:


#952

Yeh, you just run it in 32 bit. Then you can proceed to open it in 64 bit, you feel dirty opening max 32 bit, but its well worth it.


#953

And that 64 is ridiculously overhyped anyway! (joking, please don’t swarm on me now)


#954

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Hristo,one other thing i forgot to touch on was the fact that you mentioned that physX inactive objects could not inherit pre animated objects collision velocity.
so i would have to animate my objects and effectively fake the collision by starting the sim at the exact frame that the object makes contact with the prefractured inactive object.
If this is so,then i’m very disappointed.:frowning: (unless of course there is a way around this) and judging by the excellence of this thread i’m sure there is:)


#955

Well, yes, for now this is impossible.
But I have one idea how to add such feature in next version.


#956

I’m sure you’ve ideas to last the next 50 years:)

This would be well recieved i’m sure as the realism of the impact will suffer greatly without the ability to collide animated objects with inactive objects.Although would a bomb object linked to the animated object set to explode on the impact frame be a reasonable workaround?

P.S-just setup the above as a test and it works pretty well.


#957

The trick is to use the ‘activation’ options - activate by mouse, geometry, space warp. Look at this thread and the tutorials :wink:


#958

Firstly…Wow what a plugin!! I’m playing with the demo and can’t put it down :slight_smile:

Quick question…how do i get hollow objects to work? ie…an egg breaking on impact.

Create sphere, stretch, add shell modifier, convert to poly…but when i animate the impact, it breaks up as though a solid object.

thx


#959

For some reason ProBoolean unable to cut hollow objects preperly, it just doesn’t recognoize inner surface. To fix this You should select 2 smallest faces, by one face on each surface and bridge them. So You will get one solid surface, after that You can fragment it.


#960

Hi Mir,

I noticed that nvidia have officially released a new version of PhysX - will installing this affect Rayfire at all? It doesn’t mention 64-bit, so I’m guessing it’s still 32-bit only.

Thanks,

Steve