Physx not working

 
 
 
Posted by:larex
Data created:18 December 2011

I only tryed demo, but the physx seems not to work even if i install the PhysX_9.10.0513_SystemSoftware.exe from your web page. It writes me that it cannot initialize the physx SDK. I tryed it with 32 and 64 bit max version from 2010 to 2012 and also with newer physx system software downloaded directly from nvidia. The same error apears.

On Max 2012 did you try it with Subscription Advantage Pack or standard 3ds Max 2012? Also do you have any other plugins installed that use PhysX (like RayFire or PFlow Box#)?

Marsel Khadiyev (Software Developer, EPHERE Inc.)

In max 2010 i dont have any plugins and only your physx system software is installed, but it tells me it cannot initialize physx sdk, in 2012 i have only sap but it is same problem. It looks that it cannot connect to physx system software. It will be better is some guys can try it also.

maybe it also need some 3dsmax physx plugin not only system software. Do you integrate it with newest physx plugin fron nvidia in future, because it dont need the system software installed. The newest physx implementation is driverless.

Hello, 

 

same problem here, with 3dsmax 2011 x64

Marsel send me some fixed dll files and it works properly, but there is also another problem that colision objects are not working, so i hope guys will fix it.

Nice! Could i try those dlls?

I noticed also that in 3dsmax 2012 the dynamic is not showing up the 2011 error about PhysX but it terribly slow...

 

thank you

 

bye

 

Hello,

In some cases there can be a PhysX dll miss match and that will cause this popup. Our installer does not replace DLL's becasue we do not want to make another tool work incorrectly. That being said, we have posted the latest PhysX DLL's to our trouble shooting help page:

https://ephere.com/plugins/autodesk/max/ornatrix/docs/1228.html

Please be sure to backup any files you might overwrite.

 

Thanks

Michael McCarthy

 

PS: We are currently working on collisions so keep any eye out for that in a future build.