A place to discuss everything related to Newton Dynamics.
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by belfegor » Wed Jun 27, 2012 11:27 am
I have downloaded Newton 3.0 and tried to compile maxPlugin using provided VS2010 solution project, just changed path to my MAX SDK (9.0) and project seting to "Release Win32". But i got trouble with Joint library:

I see that "additional includes and libs" are set in project properties, so what should i do?
Thanks for your time.
EDIT: Does someone have prebuild binary for max plugin? Please share.
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belfegor
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by Julio Jerez » Wed Jun 27, 2012 11:37 am
I can added the binary Maxplugin however teh plugin doe sno export physics file yet.
what are you tring to do?
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Julio Jerez
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by belfegor » Wed Jun 27, 2012 12:09 pm
Julio Jerez wrote:I can added the binary Maxplugin however teh plugin doe sno export physics file yet.
what are you tring to do?
I tought just to see how it works with max for learning purposes. I also have src for other plugin (from nerius)
viewtopic.php?f=14&t=2461that i have played with. I have successfully incorporated some of my "stuff" too to export along with NTC, but i can't find examples (simple enough for me at least) how to manipulate objects inside MAX (simulating with Newton) and aftrwards export custom data from that scene (if you know what i mean, my english *

having hard time to explain myself).
I would like binary but i think it would be better if i can fix my vs2010 project errors (with your help if you find time) to be able to use MAX SDK 9 since i have that and possiblie learn something new along the way.
Thank you for your time.
edit:
Any clue why would JointLibrary throw those errors? Did you tried to compile it with vs2010?
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belfegor
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by Julio Jerez » Wed Jun 27, 2012 1:32 pm
One of the reasons why I do not add more functionality to the ax plug-in is that Max is an expensive package that most people rod no have.
I can add the functionality you want tonight or tomorrow so that you can use it.
In fact I am about to add the Boolean and the voronoi destruction this weekend, so that people can export custom mesh and the destruction data that go with it.
What do you want now?
The library is not compiling probable because it si a long time I do not build the plugin, I will build it tonight
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Julio Jerez
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by belfegor » Wed Jun 27, 2012 1:51 pm
Ok, when you find time and if you can, could you please update solution files for (at least) vs2010 with proper settings.
When you say "Boolean" did you mean that Newton has ability to generate mesh "fragments"? Thats pretty cool feature.

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belfegor
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by Julio Jerez » Wed Jun 27, 2012 2:17 pm
belfegor wrote:When you say "Boolean" did you mean that Newton has ability to generate mesh "fragments"? Thats pretty cool feature.

yes
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by belfegor » Mon Jul 02, 2012 10:55 am
I have seen that you've updated plugin for max in latest SVN. Tried it and compiled successfully, although i don't know why does it needed debug version of AI (ai_d.lib) for release configuration.
I have build it with max SDK 9. Is there some interface to change physical properties? Do you plan to add support for physics simulation directly in MAX viewports?
For now its only import/export functionality? Or i am overseeing something?
Thank you for your work.
EDIT:
Found it.

Must add interface by clicking "more..." in "utilities" tab.
Julio you are my idol.

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belfegor
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by Julio Jerez » Mon Jul 02, 2012 11:14 am
Yop are correct there is onlt imprt an dexport of graphycis meshes. There is a Netwon RigidBody transform constroller to can be assigned to max object and add physics to then.
It wass fully funtional at teh tiem I added, but when wrote it the dScene format did not suport physics, but now it does.
I am working on the desctruction feacture now and as soon as I have it stable, I will add that Plugin so that mesh can be save with collsiion and physics propertioes from Max.
but first I nee to debug the Bolleam and have very reliable.
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Julio Jerez
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by belfegor » Sun Jul 15, 2012 11:09 am
I know you are very busy man, but when can we expect updates for max plugin?
I am very intersted in this because it would be easier to create compound objects, place and connect object with joints and what not.
I really appreciate your time and effort.

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belfegor
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