A plug-in used for defining and exporting physics content for NVIDIA PhysX in Autodesk/Alias Maya.
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This is a re-packed release for the former 1.0.4 installer which doesnt support PhysX SDK 2.8.1. There is no big chenge.
We released MAYA plugin for PhysX V1.04. It support MAYA2008 with PhysX SDK 2.8.0. Please go to download section to get it and the user guide.
Please go to download section to get it! Following is a brief introduction of Nima demo movies. There are 10 movies totally, cover Main feature of Nima rigid-body and constaint. No cloth demo. 1.attractionField.avi the effect of a force-field 2.constraints.avi a complex constraint demo with 5 bodies and 4 constaints 3.nimaBasicConstraints.wmv how to create some constraints and change the parameters 4.nima_basic.wmv a basic demo of creating a brick wall and add force to a rigid body. Then collision occurs. 5.nima_car_and_tornado.wmv a car collides with brick wall and a tornado affects the brick wall. 6.nima_joint_drive_animation.avi add drive to a joint(constraint). 7.Orc_ragdoll.wmv a ragdoll demo after constructed. 8.Orc_ragdoll_construction.wmv how to construct a ragdoll with skinned mesh shape 9.Orc_ragdoll_limits.wmv setting joint limit in a rad-doll. 10.Physics shapes.wmv how to create some physics shapes and change the parameters.
The MAYA8.5 plugin (SDK2.8.0) is now available, full source and updated user guide.
Changes from Beta 1 to Beta 2 -Rigid bodies and constraints can now be positioned and oriented using the regular Maya move and rotate tools. The old PhysX move and rotate tools are no longer exposed and will be removed shortly. -Keyframing kinematic rigid body position and orientation can now be achieved using the regular Maya mechanisms. -Grouping of rigid bodies is now supported, and the parent transforms can have an arbitrary depth. Keyframing the translate and rotate attributes of parent transforms is also supported. -Dynamic rigid body initial conditions are now set when changing position/orientation at frame 1. At other frames, the position/orientation is only temporarily changed. A script is provided to set the initial conditions according to the current pose of selected rigid bodies. -The convex hull commands have been integrated with Nima. They were originally developed by Stan Melax and can be used to facilitate the authoring of rag doll skin collision shapes. -Connections between the rigid bodies/constraints and the solver have changed substantially. To load scenes authored using Beta 1, use the nx1_Upgrade_Scene_From_Beta1_to_Beta2 script after loading the scene. Note that it is normal for error messages to appear while loading Beta1 scenes. -Performance has increased marginally, by 5-15%, depending on the scenes. -The underlying plug-in code has been simplified and cleaned up to facilitate further development. -Other bug fixes, which are detailed in the changes.txt file. Changes from Beta 2 to Beta 3 -Ragdoll construction scripts have been added, along with numerous resources to demonstrate ragdoll construction, including movies and the orc example scene. These scripts allow creating a ragdoll from a skinned character. -Updated from PhysX 2.2 to PhysX 2.3. The solver is now more robust, eliminating some problems with rigid bodies exploding mysteriously. Note that the PhysX 2.3 library that ships with Nima is an unnofficial build, that has been slightly modified to correct a problem with visualization not updating immediately. -Exposed solver iteration count on rigid bodies, since the default value (4) is generally not sufficient for complex systems (e.g. ragdolls). -Many minor features and bug fixes, such as Select All PhysX Rigid Bodies, Select All PhysX Rigid Constraints, -name parameter now working when creating rigid bodies and constraints, etc. Changes from Beta 3 to Beta 4 -Added simple Bake rigid bodies functionality, to bake a simulation into keyframes for each rigid body. -Fixed rewind so that it occurs at both frame 0 and frame 1. This is consistent with how Maya's native rigid body dynamics work. -Added geometry type attribute to support non-convex meshes. Added to AE template and to compute() method, so that shapes are automatically recomputed when the geometry type changes. Changes from Beta 4 to Beta 5 -Rebranding: PhysX is now used instead of NovodeX. -Added cloth features. -Added joint motor features. -Added PhysX export capability, in binary, ascii or COLLADA. Note that the PhysX exports in an interim, pre-1.4 COLLADA format. -Upgrade from PhysX 2.3.1 to PhysX 2.4.0. Changes from Beta 5 to Beta 6 -Much improved stability. Eliminated many crash conditions. Dozens of test scripts have been written to ensure a higher code quality. A test shelf has been added to easily run unit tests interactively. -Added cloth attachment. -Added support for moving the rotate pivot and rotate pivot translate in frame 1, e.g. freeze transform. See Limitation: rewind before freezing transformations or moving pivot for details. -Added support for Maya 8. -Non-convex meshes are supported, but note that two non-convex meshes will not collide. It is recommended that active/dynamic rigid bodies be kept convex for performance and stability. -Fixed many problems with undo. -Initial support for Continuous Collision Detection (CCD) to prevent tunneling (still incomplete). -Support for much improved nxuStream2 to export in PhysX and COLLADA formats.
Some global procedures have had their names changed in the MEL scripts. Tried to address the issue noted by customers that it's not possible to export from MayaBatch. Now it seems that at least rigid bodies are being exported from there.
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