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	<channel>
		<title><![CDATA[tyFlow Forum - All Forums]]></title>
		<link>https://forum.tyflow.com/</link>
		<description><![CDATA[tyFlow Forum - https://forum.tyflow.com]]></description>
		<pubDate>Fri, 06 Nov 2026 21:15:35 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[What forces fit 'Inferno Force' node?]]></title>
			<link>https://forum.tyflow.com/thread-5285.html</link>
			<pubDate>Fri, 06 Nov 2026 07:13:31 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=1341">Fabrice</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5285.html</guid>
			<description><![CDATA[Hi,<br />
I created some smoke in a room and I wand some wind to come through an open window.<br />
I tried to use a 'Inferno Force' node but I cant add any of the Max 2027  standard forces like 'wind' or 'Turbulence', Inferno wont pich it up.<br />
<br />
How to achieve that then please?]]></description>
			<content:encoded><![CDATA[Hi,<br />
I created some smoke in a room and I wand some wind to come through an open window.<br />
I tried to use a 'Inferno Force' node but I cant add any of the Max 2027  standard forces like 'wind' or 'Turbulence', Inferno wont pich it up.<br />
<br />
How to achieve that then please?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[History Independent mode--memory caching fails]]></title>
			<link>https://forum.tyflow.com/thread-5284.html</link>
			<pubDate>Mon, 02 Nov 2026 21:52:50 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=2796">jcjworks</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5284.html</guid>
			<description><![CDATA[I encountered a memory cache bug in TyFlow’s History Independent mode: memory caching fails when this mode is enabled. Could you update this module? Many artists need to independently edit non-physics volumetric and particle sequence animations. Hope this can be fixed, thanks.<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://forum.tyflow.com/images/attachtypes/" title="mp4" border="0" alt=".mp4" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4682" target="_blank" title="">indep.mp4</a> (Size: 35.3 MB / Downloads: 11)
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			<content:encoded><![CDATA[I encountered a memory cache bug in TyFlow’s History Independent mode: memory caching fails when this mode is enabled. Could you update this module? Many artists need to independently edit non-physics volumetric and particle sequence animations. Hope this can be fixed, thanks.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/" title="mp4" border="0" alt=".mp4" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4682" target="_blank" title="">indep.mp4</a> (Size: 35.3 MB / Downloads: 11)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Load UV channels]]></title>
			<link>https://forum.tyflow.com/thread-5283.html</link>
			<pubDate>Fri, 23 Oct 2026 15:22:11 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=1439">Findus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5283.html</guid>
			<description><![CDATA[UV-Data of uncollapsed UVW Unwrap modifiers is easily lost in larger modifier stacks, especially when several UU modifiers are at play (and even if you do everything by the book). It's obviously better to always collapse your edits into the base object, but that's not always the most helpful option.<br />
Maybe tyFlow could offer a secondary route to ensure UV Data is preserved and retrieved where it's needed, be it from an external file or internally saved.<br />
<br />
Edit: Turns out, pasted UVs from the channel info tool are comparably stable in the modifier stack, wasn't aware of that.]]></description>
			<content:encoded><![CDATA[UV-Data of uncollapsed UVW Unwrap modifiers is easily lost in larger modifier stacks, especially when several UU modifiers are at play (and even if you do everything by the book). It's obviously better to always collapse your edits into the base object, but that's not always the most helpful option.<br />
Maybe tyFlow could offer a secondary route to ensure UV Data is preserved and retrieved where it's needed, be it from an external file or internally saved.<br />
<br />
Edit: Turns out, pasted UVs from the channel info tool are comparably stable in the modifier stack, wasn't aware of that.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TySelect: Create/edit/load named selection sets]]></title>
			<link>https://forum.tyflow.com/thread-5282.html</link>
			<pubDate>Fri, 23 Oct 2026 15:14:04 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=1439">Findus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5282.html</guid>
			<description><![CDATA[Hi,<br />
<br />
As per the thread subject, it might be handy at times to create and retrieve named sub selections parametrically, maybe even compatible with 3ds max's own named selection sets. This way, multiple complex selections could be passed higher up the stack despite interruptions or prepared in the base object.<br />
This could probably done with vertex colors as well, but selection sets would be much easier.<br />
<br />
Thanks for reading!]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
As per the thread subject, it might be handy at times to create and retrieve named sub selections parametrically, maybe even compatible with 3ds max's own named selection sets. This way, multiple complex selections could be passed higher up the stack despite interruptions or prepared in the base object.<br />
This could probably done with vertex colors as well, but selection sets would be much easier.<br />
<br />
Thanks for reading!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tycache reader for Blender]]></title>
			<link>https://forum.tyflow.com/thread-5281.html</link>
			<pubDate>Fri, 23 Oct 2026 15:08:13 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=1651">japetus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5281.html</guid>
			<description><![CDATA[A crazy request I know. I recently have had to switch to Blender after using Max for 20 years. I also love Tyflow and have a number of TyCached objects I still want to use. I was wondering how feasible it would be to merely get a TyCache Reader for Blender, with at least some fuctionality to the Max TyCache Reader, or at least something like a point cache, so that at least there can be some hope of reusing some assets.]]></description>
			<content:encoded><![CDATA[A crazy request I know. I recently have had to switch to Blender after using Max for 20 years. I also love Tyflow and have a number of TyCached objects I still want to use. I was wondering how feasible it would be to merely get a TyCache Reader for Blender, with at least some fuctionality to the Max TyCache Reader, or at least something like a point cache, so that at least there can be some hope of reusing some assets.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tyvehicle link object]]></title>
			<link>https://forum.tyflow.com/thread-5280.html</link>
			<pubDate>Thu, 22 Oct 2026 08:30:05 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=2483">mike-6435</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5280.html</guid>
			<description><![CDATA[Hello,<br />
<br />
I would like to link rotating beacons that spin continuously to a Tyvehicle <br />
I tried the tyParticleController, but I can't get the rotating beacons to rotate.<br />
Do you have any ideas that don't require exporting the geometry?<br />
<br />
Thanks a lot<br />
Regards<br />
Mike]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I would like to link rotating beacons that spin continuously to a Tyvehicle <br />
I tried the tyParticleController, but I can't get the rotating beacons to rotate.<br />
Do you have any ideas that don't require exporting the geometry?<br />
<br />
Thanks a lot<br />
Regards<br />
Mike]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Possible to natively loop zeneth inferno?]]></title>
			<link>https://forum.tyflow.com/thread-5279.html</link>
			<pubDate>Thu, 22 Oct 2026 03:12:07 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=331">ldotchopz</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5279.html</guid>
			<description><![CDATA[Phoenix fd used to have a built in loop function, can't see anything in the docs about this with inferno?<br />
<br />
Cheers]]></description>
			<content:encoded><![CDATA[Phoenix fd used to have a built in loop function, can't see anything in the docs about this with inferno?<br />
<br />
Cheers]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bug Report: tyFlow v2.100 Free Version Shape Operator Crashes 3ds Max 2026 On Click]]></title>
			<link>https://forum.tyflow.com/thread-5278.html</link>
			<pubDate>Wed, 21 Oct 2026 06:11:13 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=3051">307896794</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5278.html</guid>
			<description><![CDATA[Hello tyFlow Development Team,<br />
I am a licensed tyFlow user and I am reporting a critical, reproducible crash bug.<br />
Version information: tyFlow version: v2.100 3ds Max version: 3ds Max 2026 GPU: RTX 4060Ti 8GB Graphics Driver: NVIDIA Studio Driver<br />
Bug description: Whether I work in an existing scene with geometry, OR a brand-new blank empty scene with NO objects at all in the viewport, adding and enabling the <span style="font-weight: bold;" class="mycode_b">Shape operator</span> inside a tyFlow event will immediately trigger an Application Error and force 3ds Max 2026 to close/crash.<br />
This crash is <span style="font-weight: bold;" class="mycode_b">100% reproducible</span>. It is not an intermittent error caused by scene geometry, collision meshes or resource overload. I have already troubleshooted my workstation environment thoroughly: removed redundant CUDA developer packages, clean-reinstalled NVIDIA Studio graphics drivers, tested multiple brand-new empty Max files, and the crash still happens consistently.<br />
The Shape operator is essential for my workflow of cloth simulation, sheet/paper dynamics and mechanical particle animation. This bug completely blocks my production work, I cannot continue my projects when this operator crashes the host application.<br />
Screenshot is attached: it shows the crash popup window, tyFlow editor UI and the application error message.<br />
Could you please investigate the Shape operator code in this release as soon as possible? Please let me know the progress of the fix, or any temporary workaround if available.<br />
Thank you for your support.<br />
Best regards, Date: 2026-10-21 <img src="https://forum.tyflow.com/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4674" target="_blank" title="">003.png</a> (Size: 315.59 KB / Downloads: 35)
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<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4675" target="_blank" title="">004.png</a> (Size: 840.54 KB / Downloads: 38)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello tyFlow Development Team,<br />
I am a licensed tyFlow user and I am reporting a critical, reproducible crash bug.<br />
Version information: tyFlow version: v2.100 3ds Max version: 3ds Max 2026 GPU: RTX 4060Ti 8GB Graphics Driver: NVIDIA Studio Driver<br />
Bug description: Whether I work in an existing scene with geometry, OR a brand-new blank empty scene with NO objects at all in the viewport, adding and enabling the <span style="font-weight: bold;" class="mycode_b">Shape operator</span> inside a tyFlow event will immediately trigger an Application Error and force 3ds Max 2026 to close/crash.<br />
This crash is <span style="font-weight: bold;" class="mycode_b">100% reproducible</span>. It is not an intermittent error caused by scene geometry, collision meshes or resource overload. I have already troubleshooted my workstation environment thoroughly: removed redundant CUDA developer packages, clean-reinstalled NVIDIA Studio graphics drivers, tested multiple brand-new empty Max files, and the crash still happens consistently.<br />
The Shape operator is essential for my workflow of cloth simulation, sheet/paper dynamics and mechanical particle animation. This bug completely blocks my production work, I cannot continue my projects when this operator crashes the host application.<br />
Screenshot is attached: it shows the crash popup window, tyFlow editor UI and the application error message.<br />
Could you please investigate the Shape operator code in this release as soon as possible? Please let me know the progress of the fix, or any temporary workaround if available.<br />
Thank you for your support.<br />
Best regards, Date: 2026-10-21 <img src="https://forum.tyflow.com/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4674" target="_blank" title="">003.png</a> (Size: 315.59 KB / Downloads: 35)
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<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4675" target="_blank" title="">004.png</a> (Size: 840.54 KB / Downloads: 38)
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		<item>
			<title><![CDATA[Inferno Export exportVDB() crashes if operator is not selected]]></title>
			<link>https://forum.tyflow.com/thread-5277.html</link>
			<pubDate>Mon, 19 Oct 2026 02:28:13 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=3050">Mahiro</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5277.html</guid>
			<description><![CDATA[tyFlow version: 2.101<br />
3ds Max version: 2026<br />
<br />
I can execute an Inferno VDB export with MAXScript using:<br />
<br />
(getNodeByName "tyFlow001").Event_001.Inferno_Export.exportVDB()<br />
<br />
Steps to reproduce:<br />
<br />
1. Create a tyFlow object with a Birth Inferno operator and an Inferno Export operator.<br />
2. Configure the Inferno Export operator so that exporting from its UI works correctly.<br />
3. Select the Inferno Export operator in the tyFlow editor.<br />
4. Execute the MAXScript command above. The VDB export works correctly.<br />
5. Select another operator, or reopen the .max file so that no operator is selected.<br />
6. Execute the same MAXScript command again.<br />
<br />
Result:<br />
<br />
3ds Max reports an EXCEPTION_ACCESS_VIOLATION inside tyFlow_2026.<br />
<br />
The operator selection is not restored after reopening the .max file, and I cannot find a MAXScript method for selecting an operator.<br />
<br />
Is exportVDB() intended to work without the Inferno Export operator being selected?<br />
<br />
Is there a supported way to execute Inferno VDB exports from Deadline, the command line, or another automated process?]]></description>
			<content:encoded><![CDATA[tyFlow version: 2.101<br />
3ds Max version: 2026<br />
<br />
I can execute an Inferno VDB export with MAXScript using:<br />
<br />
(getNodeByName "tyFlow001").Event_001.Inferno_Export.exportVDB()<br />
<br />
Steps to reproduce:<br />
<br />
1. Create a tyFlow object with a Birth Inferno operator and an Inferno Export operator.<br />
2. Configure the Inferno Export operator so that exporting from its UI works correctly.<br />
3. Select the Inferno Export operator in the tyFlow editor.<br />
4. Execute the MAXScript command above. The VDB export works correctly.<br />
5. Select another operator, or reopen the .max file so that no operator is selected.<br />
6. Execute the same MAXScript command again.<br />
<br />
Result:<br />
<br />
3ds Max reports an EXCEPTION_ACCESS_VIOLATION inside tyFlow_2026.<br />
<br />
The operator selection is not restored after reopening the .max file, and I cannot find a MAXScript method for selecting an operator.<br />
<br />
Is exportVDB() intended to work without the Inferno Export operator being selected?<br />
<br />
Is there a supported way to execute Inferno VDB exports from Deadline, the command line, or another automated process?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Force in Force Operator always crashes at frame 75]]></title>
			<link>https://forum.tyflow.com/thread-5276.html</link>
			<pubDate>Thu, 15 Oct 2026 12:49:28 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=2229">Martin Kossmann</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5276.html</guid>
			<description><![CDATA[I got a simple scene with a birth and a force op. In the force op force panel i have a tyvortex. This is linked to an animated helper. But the error occures with or without being linked to that helper. The scene crashes always at frame 75.<br />
Max 2024 and latest tyflow.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/" title="Max file" border="0" alt=".max" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4669" target="_blank" title="">tyflowCrashWithForceInForceOp.max</a> (Size: 496 KB / Downloads: 36)
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			<content:encoded><![CDATA[I got a simple scene with a birth and a force op. In the force op force panel i have a tyvortex. This is linked to an animated helper. But the error occures with or without being linked to that helper. The scene crashes always at frame 75.<br />
Max 2024 and latest tyflow.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.tyflow.com/images/attachtypes/" title="Max file" border="0" alt=".max" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4669" target="_blank" title="">tyflowCrashWithForceInForceOp.max</a> (Size: 496 KB / Downloads: 36)
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		<item>
			<title><![CDATA[As John Wick Said - "I'm Back!" - Tutorials Coming (tyVehicle)]]></title>
			<link>https://forum.tyflow.com/thread-5275.html</link>
			<pubDate>Wed, 14 Oct 2026 13:23:23 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=998">rjanders0003</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5275.html</guid>
			<description><![CDATA[G'Day Everybody<br />
<br />
So I am back, I think !! - Life got in the way (Bought a house, Moved, Sold a House, Renovating a house)  It just didn't give me time to create tutorials or be on a computer.<br />
<br />
I am slowly breaking down all the tyVehicle stuff, so I can fully understand it.  <br />
<br />
I have posted two intro tutorials on my Udemy Course (tyFlow The Missing Manual), they are the very basics at this time.  <br />
<br />
Much more on tyVehicle coming (Section 25 of the course), I hope to make it very comprehensive information, but it will take time to create, caption, translate and upload videos.<br />
<br />
I also plan to add some free stuff to my You Tube Channel,  but it will be after I have at least 5 or 6 videos on my Udemy course.<br />
<br />
So thats the news for now !! (stuff coming)<br />
<br />
Regards<br />
  Rob]]></description>
			<content:encoded><![CDATA[G'Day Everybody<br />
<br />
So I am back, I think !! - Life got in the way (Bought a house, Moved, Sold a House, Renovating a house)  It just didn't give me time to create tutorials or be on a computer.<br />
<br />
I am slowly breaking down all the tyVehicle stuff, so I can fully understand it.  <br />
<br />
I have posted two intro tutorials on my Udemy Course (tyFlow The Missing Manual), they are the very basics at this time.  <br />
<br />
Much more on tyVehicle coming (Section 25 of the course), I hope to make it very comprehensive information, but it will take time to create, caption, translate and upload videos.<br />
<br />
I also plan to add some free stuff to my You Tube Channel,  but it will be after I have at least 5 or 6 videos on my Udemy course.<br />
<br />
So thats the news for now !! (stuff coming)<br />
<br />
Regards<br />
  Rob]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cloth geometry not being exported in tycache]]></title>
			<link>https://forum.tyflow.com/thread-5274.html</link>
			<pubDate>Wed, 14 Oct 2026 00:27:26 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=90">nayan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5274.html</guid>
			<description><![CDATA[Hi!<br />
Its been a long time, Congrats on tyVehicle - wonderful vehicle system.<br />
When I export cloth to tycache, tycache dont show me any cloth geometry, it shows me the points and animation, but no geometry at all<br />
<br />
Thank you<br />
Nayan Bodawala]]></description>
			<content:encoded><![CDATA[Hi!<br />
Its been a long time, Congrats on tyVehicle - wonderful vehicle system.<br />
When I export cloth to tycache, tycache dont show me any cloth geometry, it shows me the points and animation, but no geometry at all<br />
<br />
Thank you<br />
Nayan Bodawala]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Can we load multiple Recall cache TYV in inferno for rendering??]]></title>
			<link>https://forum.tyflow.com/thread-5273.html</link>
			<pubDate>Mon, 12 Oct 2026 15:21:50 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=380">Kev</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5273.html</guid>
			<description><![CDATA[Is it possible to cache out multiple TYV cache files from inferno then recall them back in to render? Having multiple Inferno Export (Recall cache TYV) does not work when File is set to look "From specific path".<br />
<br />
Cheers.]]></description>
			<content:encoded><![CDATA[Is it possible to cache out multiple TYV cache files from inferno then recall them back in to render? Having multiple Inferno Export (Recall cache TYV) does not work when File is set to look "From specific path".<br />
<br />
Cheers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Continuous Track mode for tyVehicle treads]]></title>
			<link>https://forum.tyflow.com/thread-5272.html</link>
			<pubDate>Thu, 08 Oct 2026 06:26:23 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=2613">jswedenhjelm</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5272.html</guid>
			<description><![CDATA[The new tyVehicle update is awesome.<br />
<br />
For vehicle treads can we get an additional mode for machines with a continuous track, like a rubber track? I can do a workaround by generating tysplines from the track rig and using a path deform to wrap my track mesh, but it would be cool if that functionality was built into the tread tool.]]></description>
			<content:encoded><![CDATA[The new tyVehicle update is awesome.<br />
<br />
For vehicle treads can we get an additional mode for machines with a continuous track, like a rubber track? I can do a workaround by generating tysplines from the track rig and using a path deform to wrap my track mesh, but it would be cool if that functionality was built into the tread tool.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[tyFlow v2.101]]></title>
			<link>https://forum.tyflow.com/thread-5271.html</link>
			<pubDate>Thu, 08 Oct 2026 06:25:42 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.tyflow.com/member.php?action=profile&uid=1">tyFlow</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.tyflow.com/thread-5271.html</guid>
			<description><![CDATA[tyFlow v2.101 is up!<br />
<br />
Additions:<br />
<br />
* added soft-selection propagation controls to tySelect modifier - allowing you to soft-select entire triangles/polygons/elements instead of just vertices<br />
* added enabledModifiersBelow function to tyCache modifier<br />
* added inheritance options to tyParticleController (position/rotation/scale toggles)<br />
* added "radius" as an option to all relative-to-property multiplier dropdowns (ex: in Value operator)<br />
* added "radius" as a Value operator property<br />
* added "offset" parameters to Terrain Scatter operator<br />
* tyVehicle parts created with the helper wizards and presets will now be scaled to match user scene units (at time of creation)<br />
* added midpoint parameter to Surface Force texture mode<br />
<br />
Fixes:<br />
<br />
* fixed an issue where recursive tyVehicle multi-wheel fitting could result in messed up suspension ranges<br />
* fixed a regression that could cause cloth collision artifacts in a setup where cloth is moving but has no explicit velocity <br />
* fixed an Inferno memory leak which could prevent emitter RAM cache from being cleared during simulation reset<br />
* tyVAT export will now work even if modifier is disabled <br />
* fixed an issue where creating 150+ tyFlow objects could cause Max to crash, due to GDI object consumption<br />
* fixed an instability with Value operators in surface mode<br />
* fixed an issue where simulations could reset when operator output connection selection changed<br />
* fixed a race condition which could cause 3ds Max 2025 to crash during startup<br />
* tyVehicle wheel helpers are now set to be driven by default<br />
* fixed an issue where sorting helpers by name in a tyVehicle listbox would remove them all from the list<br />
* fixed an issue where particles could not break their PhysX spline bind and then be rebound to a different spline<br />
* fixed an issue which could cause PRISM operations to crash in some scenarios due to an incompatibility with AMTVoxelizer.dll (Max 2022-24)<br />
* fixed an issue which could cause the Inferno Properties operator to crash in some scenarios<br />
* fixed an issue with tySplineMesher extrusion mode face winding order (some splines would extrude with flipped faces if cap tessellation operation flipped spline winding order)<br />
* fixed a regression where the less/greater than conditions of the Property Test were also equal-inclusive<br />
* fixed an issue where inferno recall cache display would not properly display animated intersectors<br />
* fixed an issue that prevented tyFlow from properly saving/loading animated RGBA values<br />
* fixed an issue which prevented negative steering multipliers on tyVehicle wheel helpers from working properly<br />
* fixed an issue where tyVehicle struts were not properly respecting the rest offset parameters of physical wheels<br />
* fixed an issue where the Particle Bind operator's "weld connected cloth meshes" option could generate cloth mesh artifacts<br />
* fixed an issue where tyTerrain Downloader would fail to download large color textures (larger than 13K x 13K pixels)<br />
* fixed an issue where trying to connect multiple selected operators to the same input would only connect one of them<br />
* fixed an issue where tyPush element push values could not be negative<br />
* fixed an inconsistency with how the PhysX Vehicle operator computed differential velocities, which could affect skid particle generation (users may need to reduce slip/drag thresholds to generate the same number of skid particles as before)]]></description>
			<content:encoded><![CDATA[tyFlow v2.101 is up!<br />
<br />
Additions:<br />
<br />
* added soft-selection propagation controls to tySelect modifier - allowing you to soft-select entire triangles/polygons/elements instead of just vertices<br />
* added enabledModifiersBelow function to tyCache modifier<br />
* added inheritance options to tyParticleController (position/rotation/scale toggles)<br />
* added "radius" as an option to all relative-to-property multiplier dropdowns (ex: in Value operator)<br />
* added "radius" as a Value operator property<br />
* added "offset" parameters to Terrain Scatter operator<br />
* tyVehicle parts created with the helper wizards and presets will now be scaled to match user scene units (at time of creation)<br />
* added midpoint parameter to Surface Force texture mode<br />
<br />
Fixes:<br />
<br />
* fixed an issue where recursive tyVehicle multi-wheel fitting could result in messed up suspension ranges<br />
* fixed a regression that could cause cloth collision artifacts in a setup where cloth is moving but has no explicit velocity <br />
* fixed an Inferno memory leak which could prevent emitter RAM cache from being cleared during simulation reset<br />
* tyVAT export will now work even if modifier is disabled <br />
* fixed an issue where creating 150+ tyFlow objects could cause Max to crash, due to GDI object consumption<br />
* fixed an instability with Value operators in surface mode<br />
* fixed an issue where simulations could reset when operator output connection selection changed<br />
* fixed a race condition which could cause 3ds Max 2025 to crash during startup<br />
* tyVehicle wheel helpers are now set to be driven by default<br />
* fixed an issue where sorting helpers by name in a tyVehicle listbox would remove them all from the list<br />
* fixed an issue where particles could not break their PhysX spline bind and then be rebound to a different spline<br />
* fixed an issue which could cause PRISM operations to crash in some scenarios due to an incompatibility with AMTVoxelizer.dll (Max 2022-24)<br />
* fixed an issue which could cause the Inferno Properties operator to crash in some scenarios<br />
* fixed an issue with tySplineMesher extrusion mode face winding order (some splines would extrude with flipped faces if cap tessellation operation flipped spline winding order)<br />
* fixed a regression where the less/greater than conditions of the Property Test were also equal-inclusive<br />
* fixed an issue where inferno recall cache display would not properly display animated intersectors<br />
* fixed an issue that prevented tyFlow from properly saving/loading animated RGBA values<br />
* fixed an issue which prevented negative steering multipliers on tyVehicle wheel helpers from working properly<br />
* fixed an issue where tyVehicle struts were not properly respecting the rest offset parameters of physical wheels<br />
* fixed an issue where the Particle Bind operator's "weld connected cloth meshes" option could generate cloth mesh artifacts<br />
* fixed an issue where tyTerrain Downloader would fail to download large color textures (larger than 13K x 13K pixels)<br />
* fixed an issue where trying to connect multiple selected operators to the same input would only connect one of them<br />
* fixed an issue where tyPush element push values could not be negative<br />
* fixed an inconsistency with how the PhysX Vehicle operator computed differential velocities, which could affect skid particle generation (users may need to reduce slip/drag thresholds to generate the same number of skid particles as before)]]></content:encoded>
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