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      <title>Tagged with apex - NVIDIA Developer Forums</title>
      <link>http://forums.developer.nvidia.com/devforum/discussions/tagged/apex/feed.rss</link>
      <pubDate>Wed, 16 May 12 17:27:33 -0400</pubDate>
         <description>Tagged with apex - NVIDIA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="/devforum/discussions/taggedapex/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>APEX &quot;Bake Clothing&quot;, frame 0 bug. DCC 2.85</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/8296/apex-bake-clothing-frame-0-bug-dcc-2-85</link>
      <pubDate>Wed, 16 May 2012 12:45:59 -0400</pubDate>
      <dc:creator>Macha</dc:creator>
      <guid isPermaLink="false">8296@/devforum/discussions</guid>
      <description><![CDATA[In APEX Clothing midifier after using "Bake Clothing", when bake is finished, on frame 0 objects with APEX Clothing change their position to something diffrent than what was before the bake<br /><br /><a href="http://imageshack.us/photo/my-images/546/beforebake.jpg/" target="_blank" rel="nofollow">http://imageshack.us/photo/my-images/546/beforebake.jpg/</a><br /><br /><a href="http://imageshack.us/photo/my-images/339/afterbake.jpg/" target="_blank" rel="nofollow">http://imageshack.us/photo/my-images/339/afterbake.jpg/</a><br /><br />Same thing is with other samples<br /><br />Other frames does not seem to be affected<br /><br /><br />Win7 x64 SP1<br />3dsmax 2013 x64<br />NVIDIA_PhysX_For_Autodesk_3ds_Max_2013_64bit_2.85.00427.02000]]></description>
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      <title>Autodesk Softimage 2012/13 and nVidia Apex</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/8286/autodesk-softimage-201213-and-nvidia-apex</link>
      <pubDate>Wed, 16 May 2012 10:41:26 -0400</pubDate>
      <dc:creator>putranguan</dc:creator>
      <guid isPermaLink="false">8286@/devforum/discussions</guid>
      <description><![CDATA[Greetings<br /><br />I'm goint to start using apex but I'm using Autodesk Softimage 2012 and I've read that this last don't need physx integration; it comes built in. But what about APEX? I'd like to make use of destruction, clothing and the rest of its power in Autodesk Softimage 2012.<br /><br />Thanks]]></description>
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      <title>Installing Apex / physx on a Maya 2012 deployment</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/8186/installing-apex-physx-on-a-maya-2012-deployment</link>
      <pubDate>Mon, 14 May 2012 15:24:49 -0400</pubDate>
      <dc:creator>Vustadumas</dc:creator>
      <guid isPermaLink="false">8186@/devforum/discussions</guid>
      <description><![CDATA[When trying to install the Physx plug-ins, in Maya 2012 (64-bit), it says that Maya is not installed.  Our deployment isn't installed in the Maya default folder structure.  Could this be the cause of the error?<br /><br />Here's the error...<br /><br />PhysX For Autodesk Maya 2012 64bit is not installed.  <br />Setup requires the version of Autodesk Maya of <br />matching version and bits to be installed prior to <br />installation of this product.  Setup will now exit.<br /><br />Thanks for any help!<br /><br />Corey]]></description>
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      <title>Apex clothing plugin for Maya, maxDistance painting unuseable.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7916/apex-clothing-plugin-for-maya-maxdistance-painting-unuseable-</link>
      <pubDate>Sat, 05 May 2012 22:23:59 -0400</pubDate>
      <dc:creator>ktacreations</dc:creator>
      <guid isPermaLink="false">7916@/devforum/discussions</guid>
      <description><![CDATA[I use the Apex clothing plugin v2.7 for Maya 2012 x64 and the maxDistance painting is completely unuseable.  Selecting 'paint' from the clothing menu gives an error and clicking the "paint" button in the edit clothing window brings up the paint tool but defaults to selecting the entire mesh instead of the specific vertexes I had selected.  It worked relatively fine in 2.6, albeit with random crashes, as expected for anything that touches maya.<br /><br />Then flood seems to simply refuse to do anything and the color feedback is nonsensical.  The single forum post (<a href="http://forums.developer.nvidia.com/devforum/discussion/comment/16506#Comment_16506" target="_blank" rel="nofollow">http://forums.developer.nvidia.com/devforum/discussion/comment/16506#Comment_16506</a>) I found on this topic just said that painting isnt working in this version and to go back to 2.6.  Is that true?  Is work still being done on this plugin?<br /><br />Many thanks for your time.]]></description>
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      <title>MassFX warning with 3ds Max scenes installed with PhysX</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7946/massfx-warning-with-3ds-max-scenes-installed-with-physx</link>
      <pubDate>Tue, 08 May 2012 14:39:23 -0400</pubDate>
      <dc:creator>hotdoggyurkeyam</dc:creator>
      <guid isPermaLink="false">7946@/devforum/discussions</guid>
      <description><![CDATA[Hi, I get a warning when I open another max scene on another machine here at work, it says:<br /><br />“The MassFX authored in this file was created with a newer version of the plugins. Forward compatibility is not supported so things might not behave properly.”<br /><br />I am currently using PhysX for Max version: 2.7.1.0202.1800 and PhysX System Software 9.11.0621 abd I have noticed inside my Max install location, MassFX has been moved into a folder named "DISABLED_BY_NVIDIA_PHYSX_PLUGINS"<br /><br />Third party plugins installed for Max being used in the scene are: Rayfire 1.57.10; Orbaz Particle Flow Box <a href="/devforum/search?Search=%232&amp;Mode=like">#2</a> ver. 1.07 and <a href="/devforum/search?Search=%233&amp;Mode=like">#3</a> ver. 1.53. I’ve gotten this warning in scenes saved from another PC, opened in another, and not even using any PhysX or PhysX capable plugins.<br /><br />Thanks.]]></description>
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      <title>how do i bake a simulation for APEX clothing in 3ds max?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7926/how-do-i-bake-a-simulation-for-apex-clothing-in-3ds-max</link>
      <pubDate>Sun, 06 May 2012 04:13:44 -0400</pubDate>
      <dc:creator>pumbama</dc:creator>
      <guid isPermaLink="false">7926@/devforum/discussions</guid>
      <description><![CDATA[Am aware of the options "bake selected" and "bake all" but i dont know how to use them......what i did is start simulation and then pressed bake all....<br />when it does it, it shows the physx baking etc but nothing changes...none of the simulations are baked.....this is on the physx example given by nvidia for 3dsmax...can you tell me the method<br /><a href="http://i49.tinypic.com/2qlzu5i.png" target="_blank" rel="nofollow">http://i49.tinypic.com/2qlzu5i.png</a><br /><a href="http://i47.tinypic.com/11c45xh.jpg" target="_blank" rel="nofollow">http://i47.tinypic.com/11c45xh.jpg</a>]]></description>
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      <title>Why physx acting so weird..(for 3dsmax 2012) it crashes randomly and doesnt simulate proper</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7906/why-physx-acting-so-weird-for-3dsmax-2012-it-crashes-randomly-and-doesnt-simulate-proper</link>
      <pubDate>Sat, 05 May 2012 07:29:39 -0400</pubDate>
      <dc:creator>pumbama</dc:creator>
      <guid isPermaLink="false">7906@/devforum/discussions</guid>
      <description><![CDATA[I donwloaded the Physx apex tut from <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank" rel="nofollow">http://supportcenteronline.com/ics/support/default.asp?deptID=1949</a><br />When i opened a day ago..it worked now it just never simulates properly....it shows this now...<br /><a href="http://i46.tinypic.com/15p1oxh.png" target="_blank" rel="nofollow">http://i46.tinypic.com/15p1oxh.png</a><br />insted of this<br /><a href="http://i50.tinypic.com/ivuyqd.jpg" target="_blank" rel="nofollow">http://i50.tinypic.com/ivuyqd.jpg</a><br />Also it crashes quite frequently when using dynamic/kinetic rigid bodies for simulation..can any1 suggest a solution as to why this is hapenning...PS..it worked perfectly for one day...<br />I have installed physx system software as well....my pc spec are I7 860 2.8ghz 8gb ram...its jus a simple simualtion of a flag example you provided...it just doesnt work nor do any other apex clothing examples for 3dsmax 2012...]]></description>
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      <title>APEX and emissive textures</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7696/apex-and-emissive-textures</link>
      <pubDate>Mon, 30 Apr 2012 11:55:50 -0400</pubDate>
      <dc:creator>Budai</dc:creator>
      <guid isPermaLink="false">7696@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />Are there any plans to have APEX support emissive textures?  In the documentation it says that only diffuse and heightmaps are currently supported.<br /><br />Thanks,<br />Budai]]></description>
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      <title>Is nvpx.CreateConvexHull() broken in MassFX 2013 and PhysX 2.71+ for 3ds Max?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7021/is-nvpx-createconvexhull-broken-in-massfx-2013-and-physx-2-71-for-3ds-max</link>
      <pubDate>Fri, 13 Apr 2012 20:55:48 -0400</pubDate>
      <dc:creator>wallworm</dc:creator>
      <guid isPermaLink="false">7021@/devforum/discussions</guid>
      <description><![CDATA[A function I've been using in a MAXScript tool in 3ds Max has utilized the nvpx.CreateConvexHull() method from MassFX/PhysX. But when I installed PhysX 2.71 in 3ds Max 2012 to accomodate the latest Rayfire, it stopped working. Then, this week, when I tested this method in a vanilla install of 3ds Max 2013, the method still fails to work.<br /><br />Here is a simple example code that fails now (in MAXScript):<br /><br /><code><br />/*Make a teapot*/<br />tp = TeaPot()<br /><br />/*convert teapot to mesh to pass into PhysX function*/<br />ConvertToMesh tp<br /><br />/*Create an empty Editable_mesh to store the new hull*/<br />newnode = Editable_mesh() <br /><br />newnode.mesh = nvpx.CreateConvexHull tp 44 0 --Exception happens here! <br /><br />update newnode<br /></code><br /><br />I also have a <a href="http://area.autodesk.com/forum/t66032">thread on the the Area</a> about this.]]></description>
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      <title>APEX for Linux</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7556/apex-for-linux</link>
      <pubDate>Wed, 25 Apr 2012 20:00:46 -0400</pubDate>
      <dc:creator>Budai</dc:creator>
      <guid isPermaLink="false">7556@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />Are there any plans on releasing a Linux version of APEX?   I would like to use destruction in a networked environment, with Linux as the server.<br /><br />Thanks,<br />Budai]]></description>
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      <title>Best way to extract scene texture and geometry info from physx API  ?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7536/best-way-to-extract-scene-texture-and-geometry-info-from-physx-api-</link>
      <pubDate>Wed, 25 Apr 2012 14:26:03 -0400</pubDate>
      <dc:creator>dgermain</dc:creator>
      <guid isPermaLink="false">7536@/devforum/discussions</guid>
      <description><![CDATA[I'm new to physX, and  I'm building a simple proof of concept here for an application.<br />I need to extract 3d information of a destroyed object and save it into another format.<br /><br />I'm currently able to reconstruct a 3d scene of the destroyed object, but I can't find information related to the texture, and ( texture mapping on polygons ).<br /><br />In short:<br />- I'm currently accessing actors through a NxApexScene:  <br /><br />m_apexScene-&gt;getPhysXScene()-&gt;getActors();<br /><br />- I cycle through the actors, extracting the Mesh and Pose info using the NxConvexMeshDesc describing the pieces in the scene.<br /><br />So I have a nice untextured destroyed scene in my output object.<br /><br />I understand that I'm probably not accessing the information at the right place in the API, and that's why I don't have the texture information. But I cannot find a better place at the moment.<br /><br />Any hint would be appreciated to where I should look to extract the geometry AND the texture/UV information for the scene from the API.<br /><br />Thanks a lot !<br /><br /><br />]]></description>
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      <title>.Apx/apb file format specification</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7586/-apxapb-file-format-specification</link>
      <pubDate>Thu, 26 Apr 2012 09:24:50 -0400</pubDate>
      <dc:creator>dgermain</dc:creator>
      <guid isPermaLink="false">7586@/devforum/discussions</guid>
      <description><![CDATA[I was thinking about creating my own destructible assets without using physxLab.<br />  <br />But I cannot find an official .apx/.apb file format specification.<br /><br />Is there information/documentation available on the file format ?<br /><br />Thanks !]]></description>
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      <title>APEX clothing, I can&#039;t paint</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3021/apex-clothing-i-cant-paint</link>
      <pubDate>Tue, 03 Jan 2012 21:20:18 -0500</pubDate>
      <dc:creator>AdmiralSkye</dc:creator>
      <guid isPermaLink="false">3021@/devforum/discussions</guid>
      <description><![CDATA[I'm trying to paint with APEX clothing but I get the error "Invalid flag '-orderedSelection'" when I click paint. I'm using Maya 2011 64 bits and I tried reinstalling the APEX plugin. Is there any way to fix this problem? Thanks in advance.]]></description>
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      <title>Apex Cloth Corrupted all the my files</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6751/apex-cloth-corrupted-all-the-my-files</link>
      <pubDate>Sat, 07 Apr 2012 05:38:19 -0400</pubDate>
      <dc:creator>shadowst17</dc:creator>
      <guid isPermaLink="false">6751@/devforum/discussions</guid>
      <description><![CDATA[Can any one help me any save file where i used Apex Cloth in has now been corrupt and i cant open it please tell me there's a way to fix it and i can recover the file!? <br /><br />i get the error message file open failed: (then my save file path)]]></description>
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      <title>Udk/Apex Clothing  issues/questions. XD</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6786/udkapex-clothing-issuesquestions-xd</link>
      <pubDate>Sun, 08 Apr 2012 19:21:06 -0400</pubDate>
      <dc:creator>Broor</dc:creator>
      <guid isPermaLink="false">6786@/devforum/discussions</guid>
      <description><![CDATA[<h1> <a href="/devforum/search?Search=%231&amp;Mode=like">#1</a> Local Cloth Motion</h1><br /><br />When using Apex clothing in udk the cloth sim seems to be local to my character, as seen in this quick video. The cloth in question is her cape. No matter what speed she moves the cloth seems to stay stationary when I would expect it to flow behind her.  Is that simply how Apex works or am I missing something?<br /><a href="https://www.youtube.com/watch?v=E7wiWDVeE9I">Coth Video.</a><br /><br /><h2><a href="/devforum/search?Search=%232&amp;Mode=like">#2</a> Cloth behavior</h2><br /><br />Referencing the video from above. The Apex cloth is extremely stiff compared to the flag behind the character. The flag is made using UDK's basic cloth sim... Is Apex clothing intended more to be a stiff cloth simulation that retains the original mesh shape or again am i missing something?<br /><br />I have seen a number Apex sims that look amazing and I am baffled as to how they are created. I have double and triple checked what documentation or tutorials that are out there. and nothing has led me to a better simulation that what you see. <br /><br /><br /><br />Thank you for any help in this. <br />]]></description>
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      <title>Problem with APEX Clothing and UDK</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6276/problem-with-apex-clothing-and-udk</link>
      <pubDate>Fri, 23 Mar 2012 07:34:50 -0400</pubDate>
      <dc:creator>Kitoru</dc:creator>
      <guid isPermaLink="false">6276@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I got really annoying problems which I just cant figure out by myself.<br />I'm using 3Ds Max 2012, Apex 2.71 and UDK Feb 2012 and I watched the Apex Cloth Tutorials by Nvidia, so I tried it the same way.<br /><br />1.This is Apex Max related. When I'm doing my simulation with a one-sided cloth and a ragdoll, the cloth collides with the envelopes just as I want. After saving and reopening Max, the simulation of the cloth ends up penetrating the ragdoll and completely ignoring the envelopes. The only walkaround I found was to erase the ragdoll and completly redo the envelopes but that's a pain if I have to do that everytime I reopen Max!!!<br /><br />2. This is an issue with UDK and Apex. So after exporting the Skeletal Mesh (I tried .PSK and .FBX) and the Apex Cloth I try to asign the Apex Cloth to the coresponding Clothing Asset index. I notice that when the Clothing Asset index of your cloth happens to be positioned at any other position than '0' UDK crashs when asigning the Apex Cloth.<br /><img src="http://kiwiarts.de/udk1.jpg" alt="Sample1" /><br /><br />So I went back to Max and changed the Material Id from the Cloth to '1' so the Clothing Asset Index would be '0' in UDK. This way it works but the total number of Clothing Assets shrinks to 2. So if you had 7 Clothing Assets, because you have 7 Materials in your Skeletal Mesh, now you would have 7 Clothing Materials but 2 Clothing Assets.<br /><img src="http://kiwiarts.de/udk2.jpg" alt="Sample2" /><br /><br />Well the bottom line is that this walkarounds are a pain so I hope someone can help me out here.<br /><br />Thank you very much for your time I appreciate it!]]></description>
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      <title>Apex clothing asset has no material slot??</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5991/apex-clothing-asset-has-no-material-slot</link>
      <pubDate>Thu, 15 Mar 2012 19:33:58 -0400</pubDate>
      <dc:creator>davidcoleman</dc:creator>
      <guid isPermaLink="false">5991@/devforum/discussions</guid>
      <description><![CDATA[I'm exporting the Ctdm_Trenchcoat_M_Yup.mb tutorial asset using the latest PhysX plugin(2.71.0118.2310) and there is no material slots for me to assign the clothing material into on the actual Apex clothing asset in Unreal.  Any ideas?]]></description>
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      <title>where can i download already made Apex designs to play with ?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6256/where-can-i-download-already-made-apex-designs-to-play-with-</link>
      <pubDate>Fri, 23 Mar 2012 05:00:19 -0400</pubDate>
      <dc:creator>Nicholas1230</dc:creator>
      <guid isPermaLink="false">6256@/devforum/discussions</guid>
      <description><![CDATA[I want the file where there are three cylinders you can break and throw the pieces into each other, and on the floor. They used it when they where showing the new GTX 680. ]]></description>
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      <title>Where is the Particle Authoring DLL?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6166/where-is-the-particle-authoring-dll</link>
      <pubDate>Wed, 21 Mar 2012 11:36:41 -0400</pubDate>
      <dc:creator>julianmoschuering</dc:creator>
      <guid isPermaLink="false">6166@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />the FAQ contains this section:<br />For APEX Particles we are providing a Particle Authoring DLL, which can be easily integrated into your own game engine (part of APEX 1.1).<br /><br />Unfortunately I do not find any information about this in APEX 1.1. Was this released already? If not is it possible to get a beta version? PhysX Lab 1.1 does not really work that well for authoring particles.<br /><br />Thanks, Julian]]></description>
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      <title>PhysX Lab noise issue</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6031/physx-lab-noise-issue</link>
      <pubDate>Fri, 16 Mar 2012 19:19:38 -0400</pubDate>
      <dc:creator>HendrykJ</dc:creator>
      <guid isPermaLink="false">6031@/devforum/discussions</guid>
      <description><![CDATA[Hey,<br />after entering values to the noise amplitude and noise frequency, my sliced surface is flat as before. Im working with PhysX Lab v.1.1.101.0 and of course after submiting the values I've refactured the mesh.<br /><br />Any ideas? Thanks! ]]></description>
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      <title>Support for SSE1 processors</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3436/support-for-sse1-processors</link>
      <pubDate>Fri, 13 Jan 2012 08:53:55 -0500</pubDate>
      <dc:creator>vejn</dc:creator>
      <guid isPermaLink="false">3436@/devforum/discussions</guid>
      <description><![CDATA[Not sure but I think that  Arkham City Physx files uses SSE2 implemented code <br />so it can't be executed on Athlon xp SSE processors.<br />Also Nvidia texture tools (nvtt.dll) also can't be executed on SSE processors.<br />Also there is some assumption that apexframework.dll  uses SSE2 code.<br />Please, can dev team add SSE code to future Physx releases.<br />Thx<br />]]></description>
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      <title>Apex Destruction without an Nvidia card</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6026/apex-destruction-without-an-nvidia-card</link>
      <pubDate>Fri, 16 Mar 2012 16:18:22 -0400</pubDate>
      <dc:creator>TorQueMoD</dc:creator>
      <guid isPermaLink="false">6026@/devforum/discussions</guid>
      <description><![CDATA[Hey all,<br /><br />So I started a thread over on the UDK forums (<a href="http://forums.epicgames.com/threads/893770-Nvidia-Apex-vs-UDK-Fracture?p=30140613#post30140613" target="_blank" rel="nofollow">http://forums.epicgames.com/threads/893770-Nvidia-Apex-vs-UDK-Fracture?p=30140613#post30140613</a>) to try to discuss the pros and cons to Apex Destruction versus the built in fracture tool in UDK. <br /><br />One question that I'd love an answer to is about Apex Destruction working without an Nvidia card. This is the test simulation that I created: <div class="Video"><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/t2luVWGdqEU&amp;hl=en_US&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/t2luVWGdqEU&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></div><br />My friend who's running a Radeon 5400HD said that after shooting 4 of the structures he got an insane amount of lag. My system is virtually the same power as his, if not a bit slower but I have an Nvidia card and it runs smooth as silk. On the developer page it says that Apex will run on an Xbox 360 (that runs a Radeon type card) but will it be able to handle the kind of destruction that you see in this video: <div class="Video"><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/9lCkB77it-M&amp;hl=en_US&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9lCkB77it-M&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></div>   <br />or are they simply saying it works on a 360 because technically it will run a few simulations?<br /><br />I'm planning out a game using UDK that will hopefully feature a lot of destruction and I'm trying to figure out if I'm going to be alienating a wide audience of people (Radeon and 360 gamers) by integrating proprietary technology (Apex).<br />]]></description>
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      <title>APEX Cloth freezing in simulation</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5751/apex-cloth-freezing-in-simulation</link>
      <pubDate>Sat, 10 Mar 2012 07:53:31 -0500</pubDate>
      <dc:creator>Neill</dc:creator>
      <guid isPermaLink="false">5751@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br /> I'm using maya 2012 and I have installed last APEX 1.1 tool<br />I have made a simple plane and was trying to make some kind of flag simulation using APEX, but each simulation of cloth stops after 30 frames<br /><br />My steps was<br />1 - polygonal plane 10x10 segments<br />2 - create three joints and attach plane with smooth skin<br />3 - create APEX cloth from plane<br />4 - draw max distance weights with white color<br />5 - set 9999 frames of the length for the timeline<br />6 - in global settings turn off ground plane<br /><br /> Maybe someone know how to solve this problem, because I coundn't find any solution... the same situation with this plane I have in UDK with apex preset.<br /><br />P.S. I have attached my maya scene]]></description>
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      <title>PhysX 3.0 and APEX</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1881/physx-3-0-and-apex</link>
      <pubDate>Sun, 27 Nov 2011 10:46:52 -0500</pubDate>
      <dc:creator>louisreginaldjean</dc:creator>
      <guid isPermaLink="false">1881@/devforum/discussions</guid>
      <description><![CDATA[I'm a little bit confuse.  Currently APEX 1.0 (the latest I can found) only work with PhysX 2.8.4? If so, when yo dou think APEX for PhysX 3.0 will be available? Is there a way to enter for early beta test?<br /><br />Thanks!]]></description>
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      <title>Why Setting Matrix in Cg is slow? (cgGLSetMatrixParameterfc)</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5481/why-setting-matrix-in-cg-is-slow-cgglsetmatrixparameterfc</link>
      <pubDate>Tue, 06 Mar 2012 01:10:07 -0500</pubDate>
      <dc:creator>Marson Mao</dc:creator>
      <guid isPermaLink="false">5481@/devforum/discussions</guid>
      <description><![CDATA[Hi:<br /><br />I test the APEX sample code (SimpleClothing), and when I increase the actors to about 24, the FPS drops down a lot.<br />Then I examine the code and found it costs a lot of time on <code>cgGLSetMatrixParameterfc/cgGLSetMatrixParameterArrayfc</code> call.<br />The <code>void OGLRenderer::bindMeshContext(const RendererMeshContext &amp;context)</code> did some matrix set calls, each of it takes about 0.05ms.<br />So if there are 24 actors with lots of bones, then the total time is long.<br /><br />Is it normal to cost 0.05ms for setting matrix?<br /><br />Or is there anyway that not to set matrix each frame? <br />The sample code did <code>bindMeshContext </code> for each mesh in each frame; Is it redundant if the mesh is not moving?<br /><br />Update: <br />My program also runs CUDA code, will CUDA slows down Cg's speed? Maybe CUDA occupies all GPUs so that Cg can not compute in full power and rendering is slowed down?<br />]]></description>
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      <title>NxApexScene::fetchResults() deadlock</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5616/nxapexscenefetchresults-deadlock</link>
      <pubDate>Thu, 08 Mar 2012 02:08:04 -0500</pubDate>
      <dc:creator>scorpiotears</dc:creator>
      <guid isPermaLink="false">5616@/devforum/discussions</guid>
      <description><![CDATA[hello.<br /><br />I create an Apex scene successfully, and then simulate(), fetchresults(block=true), but it seems that the application deadlocked.<br /><br />I break the app.<br /><br />the call-stack of the thread is:<br /><br />ApexFrameworkDEBUG_X86.dll!physx::apex::ApexScene::fetchResults(bool block = true,...) Line 1388<br />ApexFrameworkDEBUG_X86.dll!physx::apex::ApexScene::checkResults(bool block = true) Line 1476<br />ApexFrameworkDEBUG_X86.dll!physx::shdfnd2::Sync::wait(millisecond = 0xffffffff) Line 66 + 0x12bytes<br />kernel32.dll<br />...<br /><br />What is the cause of this?<br /><br />thanks a lot!]]></description>
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      <title>the effect of destruction can interact with fluid(SPH)?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5486/the-effect-of-destruction-can-interact-with-fluidsph</link>
      <pubDate>Tue, 06 Mar 2012 03:18:05 -0500</pubDate>
      <dc:creator>340181048</dc:creator>
      <guid isPermaLink="false">5486@/devforum/discussions</guid>
      <description><![CDATA[the effect of destruction can interact with fluid(SPH)? does APEX support it?]]></description>
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      <title>I want to know the meaning of envreg0~31 in PTX code.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5131/i-want-to-know-the-meaning-of-envreg031-in-ptx-code-</link>
      <pubDate>Sun, 26 Feb 2012 01:31:59 -0500</pubDate>
      <dc:creator>komb</dc:creator>
      <guid isPermaLink="false">5131@/devforum/discussions</guid>
      <description><![CDATA[I am a programmer for GPGPU. I am studying OpenCL.<br />I have GeForce GT520M. <br /><br />I have a question about PTX code.<br />I made a PTX code for matrix multiplication.<br />The special register is used like %envreg0 ~ %envreg6.<br />I guess that envreg0 and envreg1 are group id for x, y at two dimension.<br />But I can't find the meanings of  the other registers.<br />I can't find any documents on that. The meaning is not descirbed in PTX spec. <br />Please let me know the meaning of special register envreg.  Are there any documents? ]]></description>
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      <title>Physics simulation result is delayed?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4661/physics-simulation-result-is-delayed</link>
      <pubDate>Sun, 12 Feb 2012 22:05:03 -0500</pubDate>
      <dc:creator>Marson Mao</dc:creator>
      <guid isPermaLink="false">4661@/devforum/discussions</guid>
      <description><![CDATA[Hi:<br /><br />I am using APEX sdk and modifying 1 of the sample (SimpleClothing) to do some work.<br />I bind a clothes(apx file) to an object(ezm file), and I move the object in my graphic world.<br /><br />The clothes is moving with the object to the same position and has physics simulation effect, but the problem is, the clothes is delayed.<br /><br />The clothes is like 1 or 2 seconds paused, and it starts to move; by this 1 second, the object has already moved to the right position and waiting for the clothes.<br /><br />Is this because the simulation needs too much time to finish the calculation so that it is delayed?<br />And why the dtime is set to 1/60 for the m_apexScene-&gt;simulate(dtime) call?<br /><br />Thanks!]]></description>
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      <title>NxApexScene::fetchResult() assert dstPosition[vertexIndex].isFinite()</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3601/nxapexscenefetchresult-assert-dstpositionvertexindex-isfinite</link>
      <pubDate>Wed, 18 Jan 2012 05:26:44 -0500</pubDate>
      <dc:creator>Marson Mao</dc:creator>
      <guid isPermaLink="false">3601@/devforum/discussions</guid>
      <description><![CDATA[I got this assert in NxApexScene::fetchResult()<br /><br />dstPosition[vertexIndex].isFinite()<br /><br />What is the cause of this? <br />Thanks!]]></description>
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      <title>Hardware configuration choice to handle massive computation with PhysX</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3591/hardware-configuration-choice-to-handle-massive-computation-with-physx</link>
      <pubDate>Tue, 17 Jan 2012 20:18:41 -0500</pubDate>
      <dc:creator>epernod</dc:creator>
      <guid isPermaLink="false">3591@/devforum/discussions</guid>
      <description><![CDATA[Hello,<br /><br />I would like to build a system which will be able to handle a lot of simulation using PhysX/Apex at the same time. The aim is not gaming but 3D computation.<br />Concretely, I will have a server of several processor with several graphic cards (still hesitating between tesla and GTX), where all the simulation will be run.<br /><br />So I'm wondering what platform I should use. Normally I'm using Linux but I saw on <a href="https://en.wikipedia.org/wiki/PhysX">Wikipedia here </a>, that PhysX GPU acceleration is not handle on Linux. Is it still true?<br />What do you advise me? <br /><br />thanks<br /><br />Erik]]></description>
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      <title>APEX Lab 1.1 incompatible with UDK? (And other feedback)</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3051/apex-lab-1-1-incompatible-with-udk-and-other-feedback</link>
      <pubDate>Wed, 04 Jan 2012 14:50:27 -0500</pubDate>
      <dc:creator>Allingby</dc:creator>
      <guid isPermaLink="false">3051@/devforum/discussions</guid>
      <description><![CDATA[Whenever I export an asset from APEX 1.1, and then import it into UDK December, it says import failed, it did that too with the November ver. I just thought I'd wait and see if it needed another update.<br /><br />Anyway, that's one thing, another is that the new collision generator, while alright for tacling tasks that the previous one couldn't, it needs an option to do different qualities at different levels (So far I cannot get this working, if it's supposed to be passable)since 6-DOP is plenty for level 3+ in most cases I've encountered.<br /><br />It would be fantastic to get the ability to import a completely custom collision model, gladly with the same workflow as FBX for UDK (Naming all collision prims UCX_xxx_##)<br /><br />It's also kinda hard to figure out how to make assets heavier, I've tried Mass Scale and Mass Scale Exponent with all kinds of extreme and non-extreme values but nothing happens, they (By default) act kinda like package foam (Bit extreme defenition but yea, too light) so I "Fixed" that by upping the gravity inside UDK, and now my player can no longer jump, luckily that is not necessary unless stuck under a wall.<br /><br />Having the ability to use 3 fracture maps (One for each dimension) would really be killer, allowing almost 100% control over destruction!<br /><br />A couple of bugs I've encountered so far (Not in the lab but with the assets themselves whilst in UDK):<br /><del>1: When playing with my map, I am unable to use the default weapon in UDK (Not sure of the name, shoots a green beam and green lasar bullets) because it will 50% of the time instead of taking a chunk out of an asset, blow up an entire builing (The size of a shopping center) or in other words, break all levels of all assets. This does not happen with the rocket launcher, not sure why this is, if it's a bug or if I've made my assets badly optimized for everything else but the rocket launcher, or if a map with about 100 assets in one big construction is simply just far too big a scale for what's been tested before.</del> <strong>setting damage spread to 0.0 on all assets fixed it.</strong><br /><br />2: When hitting an asset on a spot with collision, but no mesh (A whole for a window for example) the entire object will displace, without breaking, and then sometimes reattach in an awkward position and other times (Most likely if more force is applied) it will fall off and land on the ground (This is very weird for modular buildings, when a perfect cutout chunk falls off.<br /><br />EDIT: 3: When clicking "Play this level on PC" (The button that gives you a real executable with intro and stuff) all APEX assets get material null.<br /><br />And a couple of questions:<br /><del>I've heard there's an APEX tool for fooliage coming out, is that true? And if so, when?</del><strong>Just found SpeedTree inside UDK, this is great, but it's not the APEX integrated version (5.1) anywhere I can grab an APEX version (5.1, 5.2 or 6.0) for doing for my 'for fun' project, without throwing down the one grand for a licence?</strong><br />Any date/estimate on the next feature release?<br /><br />That's all for now, hope to get a few answers if the bugs I've found can be averted, and if the import thing can be fixed, thanks!<br /><br />And thank you PhysX/APEX team for your awesome work!]]></description>
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      <title>Cannot download the Physx-lab</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3926/cannot-download-the-physx-lab</link>
      <pubDate>Wed, 25 Jan 2012 05:08:36 -0500</pubDate>
      <dc:creator>TorQueMoD</dc:creator>
      <guid isPermaLink="false">3926@/devforum/discussions</guid>
      <description><![CDATA[Hey all,<br /><br />So I signed up for developer access on January 13th. I never got a reply e-mail but sure enough I tried logging in to the website (<a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank" rel="nofollow">http://supportcenteronline.com/ics/support/default.asp?deptID=1949</a>) and my account now works. Only problem is I can't download anything other than the PhysX drivers - PhysX_8.09.04_AGEIA_PPU_Support_SystemSoftware and PhysX_9.10.0513_SystemSoftware - which leads me to believe that I've not yet been approved even though I can now log in to both the support site and the developer zone. The support site seems almost broken to me as a lot of the links don't work and there's no way I can see to send in a help request. I sent Nvidia a follow-up e-mail about 5 days ago and didn't get a response to that either.<br /><br />I'd really just like to be able to access the PhysX Lab so I can integrate Apex into my UDK project.<br />]]></description>
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      <title>articulations and max/maya plugin</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4001/articulations-and-maxmaya-plugin</link>
      <pubDate>Thu, 26 Jan 2012 07:24:09 -0500</pubDate>
      <dc:creator>quaikohc</dc:creator>
      <guid isPermaLink="false">4001@/devforum/discussions</guid>
      <description><![CDATA[are articulations supported by physx max or maya plugin? if not, are there any plans to implement this?<br /><br />btw: any info about apex release date for physx 3 ? :)]]></description>
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      <title>-NVIDIA Graphics SDK 11- PCIE3 &#039;&#039;Radeon&#039;&#039; compatability</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3331/-nvidia-graphics-sdk-11-pcie3-radeon-compatability</link>
      <pubDate>Wed, 11 Jan 2012 18:24:12 -0500</pubDate>
      <dc:creator>ucm</dc:creator>
      <guid isPermaLink="false">3331@/devforum/discussions</guid>
      <description><![CDATA[-NVIDIA Graphics SDK 11- PCIE3 ''Radeon'' compatability<br /><br /><a href="http://xfxforce.com/en-us/Products/Graphics-Cards/ATI/AMD-Radeon-HD-7000-Series/AMD-Radeon-HD-7970.aspx">http://xfxforce.com/en-us/Products/Graphics-Cards/ATI/AMD-Radeon-HD-7000-Series/AMD-Radeon-HD-7970.aspx</a><br /><br />^-- will the NVIDIA Graphics SDK 11 work on that xfx pcie3 card -or- will the SDK 'only' work on nVidia cards?<br /><br />I ask because it's been quite a while since i've upgraded my hardware thus everything has considerably evolved...<br /><br />I know that PhysX used to be hardware-only and nVidia-only...<br /><br />I would like to be able to take advantage of PhysX, liquid, tesselation, PhysX-particles in my next C++ project...<br /><br />Any additional advice would be much appreciated as well :-)<br /><br />]]></description>
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      <title>Bake is not working in maya? How to bake apex cloth into keyframes?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3736/bake-is-not-working-in-maya-how-to-bake-apex-cloth-into-keyframes</link>
      <pubDate>Thu, 19 Jan 2012 20:42:19 -0500</pubDate>
      <dc:creator>sandeep3250</dc:creator>
      <guid isPermaLink="false">3736@/devforum/discussions</guid>
      <description><![CDATA[When i press bake all or bake selected button located into phy-x tab in maya, the time slider run once but nothing happens. Any solutions?.... plz i need help because i am working on my graduation film...]]></description>
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      <title>Problem use Apex Destruction in multiplayer</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3041/problem-use-apex-destruction-in-multiplayer</link>
      <pubDate>Wed, 04 Jan 2012 07:35:30 -0500</pubDate>
      <dc:creator>Lankeytom</dc:creator>
      <guid isPermaLink="false">3041@/devforum/discussions</guid>
      <description><![CDATA[Currently i am doing a university project about destruction in games and how it affects gameplay.<br />I am constrained to the 1.0 build of Apex PhysX lab at the moment due to compatibility with the university computers.<br /><br />My problem is when large chunks of a destructible mesh, or when used form extended structures, fall over. an example is shooting the bottom of a wall out so the rest falls over. It seems it can fall one way on the host PC and a different on the client PC.<br /><br />I was wondering if there is anyway to fix this?<br /><br />Thanks, Tom]]></description>
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      <title>OpenGL ES 1.0 illumination sphere - request for help</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3776/opengl-es-1-0-illumination-sphere-request-for-help</link>
      <pubDate>Sat, 21 Jan 2012 09:04:36 -0500</pubDate>
      <dc:creator>MajsteR</dc:creator>
      <guid isPermaLink="false">3776@/devforum/discussions</guid>
      <description><![CDATA[Hello.<br /><br />At the start let me say that I am very glad that I came here. I am writing a project in Java and Android exactly. I also use a microprocessor Tegra2. I use the graphics library OpenGL ES 1.0.<br />Unfortunately, some time ago I came across a problem with the lighting sphere, which I can not solve. I searched and asked probably everywhere, so much please help.<br /><br /><br />The error is somewhere in the programming of lighting.<br />Despite the fact that all parameters, seems to me to initiate properly.<br /><br />Parameter screen when turned on <em>gl.glEnable (GL10.GL_LIGHTING);</em><br />remains completely black.<br /><br />The method, which draws each frame.<br /><em>public void rysuj(GL10 gl) {/ / Draw<br />   gl.glFrontFace (GL10.GL_CW);<br />   gl.glEnable (GL10.GL_TEXTURE_2D);<br />   gl.glEnable (GL10.GL_NORMALIZE);<br /><br />   gl.glEnableClientState (GL10.GL_VERTEX_ARRAY);<br />   gl.glEnableClientState (GL10.GL_NORMAL_ARRAY);<br />   gl.glEnableClientState (GL10.GL_TEXTURE_COORD_ARRAY);<br /><br />   gl.glVertexPointer (3, GL10.GL_FLOAT, 0, vertexBuffer);<br />   gl.glNormalPointer (GL10.GL_FLOAT, 0, normalBuffer);<br />   gl.glTexCoordPointer (2, GL10.GL_FLOAT, 0, textureBuffer);<br /><br />   gl.glDrawArrays (GL10.GL_TRIANGLE_STRIP, 0, liczbaWierzcholkow);<br /><br />   gl.glDisableClientState (GL10.GL_VERTEX_ARRAY);<br />   gl.glDisableClientState (GL10.GL_NORMAL_ARRAY);<br />   gl.glDisableClientState (GL10.GL_TEXTURE_COORD_ARRAY);<br />}</em><br /><br />In this function, I set all the parameters of OpenGL:<br /><br /><em>public void onSurfaceCreated (GL10 gl, EGLConfig config) {<br />   mSphere = new Sphere (1, 0, 0, 0);<br /><br />/ / Initialize all configuration settings for OpenGL ES 1.0<br />   gl.glClearColor (0.0f, 0.0f, 0.0f, 0.0f);<br /><br />   gl.glHint (GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);<br />   gl.glEnable (GL10.GL_DEPTH_TEST);<br /><br />   gl.glDepthFunc (GL10.GL_LEQUAL);<br />   gl.glEnableClientState (GL10.GL_VERTEX_ARRAY);<br /><br />/ / Enable auto-normalize the normal vectors<br />/ / Gl.glEnable (GL10.GL_NORMALIZE);<br />/ / Enable lighting and configuration of a single light source<br />   oswietlenieDook float [] = new float [] {1.0f, 1.0f, 1.0f, 1};<br />   oswietlenieRozp float [] = new float [] {1.0f, 1.0f, 1.0f, 1};<br />   oswietlenieKier float [] = new float [] {1.0f, 1.0f, 1.0f, 1};<br />   pozSwiatla float [] = new float [] {2, 0, 0, 1};<br />   gl.glEnable (GL10.GL_COLOR_MATERIAL);<br />   gl.glShadeModel (GL10.GL_SMOOTH);<br />   gl.glEnable (GL10.GL_LIGHTING);<br />   gl.glEnable (GL10.GL_LIGHT0);<br />   gl.glLightfv (GL10.GL_LIGHT0, GL10.GL_AMBIENT, oswietlenieDook, 0);<br />   gl.glLightfv (GL10.GL_LIGHT0, GL10.GL_DIFFUSE, oswietlenieRozp, 0);<br />   gl.glLightfv (GL10.GL_LIGHT0, GL10.GL_SPECULAR, oswietlenieKier, 0);<br /></em><br /><br /><em>  gl.glLightfv (GL10.GL_LIGHT0, GL10.GL_POSITION, pozSwiatla, 0);<br /><br />   matDook float [] = new float [] {0.73f, 0.72f, 0.73f, 1};<br />   matRozp float [] = new float [] {0.5f, 0.55f, 0.5f, 1};<br />   matKier float [] = new float [] {1.0f, 0.95f, 0.8f, 1};<br />   gl.glMaterialfv (GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matDook, 0);<br />   gl.glMaterialfv (GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matRozp, 0);<br />   gl.glMaterialfv (GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, matKier, 0);<br />   gl.glMaterialf (GL10.GL_FRONT, GL10.GL_SHININESS, 27.8974f);<br /><br />/ / / / Starts the texture handling in<br />/ / Gl.glEnableClientState (GL10.GL_TEXTURE_COORD_ARRAY);<br />/ / Gl.glEnable (GL10.GL_TEXTURE_2D);<br /><br />/ / Load a bitmap texture of the ball<br />   if (texture == null) {<br />      texture = BitmapFactory.decodeResource (kontekst.getResources (), R.drawable.kula_textura);<br />   }<br />      Kula.wczytajTeksture (gl, texture);<br />}</em><br /><br /><br />Function DrawFrame<br /><br /><em>public void onDrawFrame (GL10 gl) {<br /><br />/ / Write the drawing code needed<br />   gl.glClear (GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);<br />   gl.glLoadIdentity ();<br />   setxRot (30f / 1000f);<br />   setyRot (15f / 1000f);<br />/ **<br />* Change this value in the if you want to see the image zoomed in<br />* /<br />   gl.glTranslatef (0.0f, 0.0f, 5.0f-);<br /><br />   gl.glRotatef (xRot, 0.0f, 1.0f, 0.0f);<br />   gl.glRotatef (yrot, 1.0f, 0.0f, 0.0f);<br />   mSphere.rysuj (gl);<br />}</em><br /><br />And in this way generates a buffer of normal:<br /><em>normalBuffer.put (x / R);<br />                        normalBuffer.put (y / R);<br />                        normalBuffer.put (z / R);</em><br />                                       x, y, z - coordinates of the apex; R - radius of the sphere;<br /><br />I ask that if possible someone tried to solve it.<br />]]></description>
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      <title>PHYSX PLUGin 2.7 not install 3d max Design 2010</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1556/physx-plugin-2-7-not-install-3d-max-design-2010</link>
      <pubDate>Tue, 15 Nov 2011 19:36:30 -0500</pubDate>
      <dc:creator>Foxcat</dc:creator>
      <guid isPermaLink="false">1556@/devforum/discussions</guid>
      <description><![CDATA[<a href="http://s017.radikal.ru/i426/1111/95/8f119cc9495e.jpg" target="_blank" rel="nofollow">http://s017.radikal.ru/i426/1111/95/8f119cc9495e.jpg</a>]]></description>
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      <title>APEX clothing maya ragdoll question</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2036/apex-clothing-maya-ragdoll-question</link>
      <pubDate>Thu, 01 Dec 2011 19:40:49 -0500</pubDate>
      <dc:creator>jagp</dc:creator>
      <guid isPermaLink="false">2036@/devforum/discussions</guid>
      <description><![CDATA[Hi, I am trying to create clothing simulation on a model in maya.  I am following the tutorial video.  I select the mesh, then I try to create a kinematic ragdoll, which shows up and does nothing.  I says in the attribute editor that the source mesh is there, but it doesn't effect anything at all, no rigid body is created and the cloth behaves as though nothing is there.  Any help is greatly appreciated]]></description>
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      <title>GPU Rigid Bodies, Support for GPU Rigid Bodies</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1941/gpu-rigid-bodies-support-for-gpu-rigid-bodies</link>
      <pubDate>Tue, 29 Nov 2011 09:31:15 -0500</pubDate>
      <dc:creator>diegobill</dc:creator>
      <guid isPermaLink="false">1941@/devforum/discussions</guid>
      <description><![CDATA[When the PhysX will have the GPU Rigid Bodies? I read this <a href="http://physxinfo.com/news/5482/apex-1-1-will-include-apex-turbulence-apex-1-2-will-add-gpu-rigid-bodies/">http://physxinfo.com/news/5482/apex-1-1-wi...u-rigid-bodies/</a>. But I would to like to know when about the support for GPU Rigid Bodies will be available.<br /><br />Thanks ]]></description>
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      <title>Why APEX Clothing doesn&#039;t work in 3ds Max 2009? (Why I can&#039;t write a Body text under forumCategory?)</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2121/why-apex-clothing-doesnt-work-in-3ds-max-2009-why-i-cant-write-a-body-text-under-forumcategory</link>
      <pubDate>Mon, 05 Dec 2011 03:12:17 -0500</pubDate>
      <dc:creator>Manda</dc:creator>
      <guid isPermaLink="false">2121@/devforum/discussions</guid>
      <description><![CDATA[fdsdfdsfds]]></description>
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      <item>
      <title>What happened to APEX destruction?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1581/what-happened-to-apex-destruction</link>
      <pubDate>Wed, 16 Nov 2011 19:08:28 -0500</pubDate>
      <dc:creator>Allingby</dc:creator>
      <guid isPermaLink="false">1581@/devforum/discussions</guid>
      <description><![CDATA[On the PhysX support site, the PhysX lab has been moved to "Old" and in the new, there's nothing but tuts.<br />How's progress with APEX 1.1? Any news updates, would be awesome.<br />Also, who gets into the Apex Beta program? I sent a little proposal saying a few things about my little UDK project, and since there's no answer, I think it's a no.<br />And lastly, is there any place beside this forum where I can send feedback/bugs to?<br /><br />Thankyou, that is all. ^^]]></description>
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      <title>APEX Destruction: Custom level 0 collision for UDK</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/346/apex-destruction-custom-level-0-collision-for-udk</link>
      <pubDate>Mon, 05 Sep 2011 15:07:17 -0400</pubDate>
      <dc:creator>Allingby</dc:creator>
      <guid isPermaLink="false">346@/devforum/discussions</guid>
      <description><![CDATA[Hey, I'm creating a modular building, fully destructible, and I'm now putting in windows. I have one problem though, the collision for level 0 is unique, not like level 1.<br />This means that when I, while testing in UDK, using the two assets (A wall that destroys like concrete, and a window like glass) the wall collision always comes first, thus I can't destroy the window before I've taken at least one chunk off the wall, as it then gets a more useful convex collision.<br />Is there a way to feed a custom collision mesh either inside physx lab or UDK? Or a way to force level 0 to use the collision of level 1?<br />Thanks!]]></description>
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      <title>Scaling Apex Clothing model at runtime for Virtual Dressing Room</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/366/scaling-apex-clothing-model-at-runtime-for-virtual-dressing-room</link>
      <pubDate>Tue, 06 Sep 2011 10:34:36 -0400</pubDate>
      <dc:creator>Sumeet Jindal</dc:creator>
      <guid isPermaLink="false">366@/devforum/discussions</guid>
      <description><![CDATA[I am able to drive the bones in SimpleClothing (Apex SDK) sample using Kinect, but when i try to scale the bones by scaling bindWorldPos the whole simulation gets messed up. <br /><br />i want to have different scale for different bones, so that i can perfectly fit the model on any skeleton.<br /><br />what's the best way to achieve this.<br /><br />EDIT: Moved to "Tools" category, added kinect tag]]></description>
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      <item>
      <title>PhysX plugin support for 3ds Max 2012 x64</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/326/physx-plugin-support-for-3ds-max-2012-x64</link>
      <pubDate>Fri, 02 Sep 2011 20:32:53 -0400</pubDate>
      <dc:creator>Asesh</dc:creator>
      <guid isPermaLink="false">326@/devforum/discussions</guid>
      <description><![CDATA[It seems like PhysX plugin doesn't support 3ds Max 2012 how ever it does support Maya 2012. So when can we expect support for 3ds Max 2012?]]></description>
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