Golaem Crowd 1.1 (2011/06/16)

New features

  • SkeletonMotion Converter: Added a 2D previzualisation of skeleton when choosing detection mode
  • SkeletonMotion Converter: Added visualization help and tooltip for mapping
  • SkeletonMotion Converter: Added 2D previzualisation of the motion before exporting it
  • NavMesh is now automatically mapped in most cases, otherwise accessible by a dropdown menu
  • New MEL command: spatialRequestMELCommand (count entities in a given zone)
  • Added an ExternalEntityLocator: permits to use an external object as an obstacle in the avoidance field
  • Population Tool: Added a triangle shape
  • Population Tool: Added a "quincux" mode
  • Population Tool: Added a "replace particle shape" mode
  • Behavior Node: Splitted into Behavior and TriggerNode (old files are no more compatibles, sorry for the inconvenience)
  • Behavior Node: Added a loop option to the behavior (reevaluate a starting trigger after being stopped)
  • Behavior Node: Automatically create 2 linked TriggerNode (start/stop). Customizable via Tool Setting
  • Trigger Node: Triggers can be chained using AND/OR operator
  • Trigger Node: Trigger can aggregate other triggers
  • Trigger Node: One trigger can be shared between multiple BehaviorNode
  • Trigger Node: Added a "zone" trigger type
  • Trigger Node: drivenAttribute changed from "triggerAttribute" to "drivenAttribute"
  • Assets Tool: Shader templates can be exported/imported
  • Assets Tool: Shader Assets can use custom int/float shader attributes which are passed to the RenderMan plugin
  • Better skeleton mapping interface
  • RenderMan plugin uses surface shaders & texture coordinates with multiple diffuse materials
  • 3Delight render plugin
  • Renderman compliant plugin (.exe)
  • Updated to support FBX SDK 2012

Improvements

  • SkeletonMotion Converter: Window can be fully resized
  • NavMesh Creator: Automatically add a navmesh locator after a succesful generation of navMesh (configured with the generated .gse)
  • NavMesh Creator: Default maximum horizontal slope value has been set to 45° for better navMesh results
  • NavMeshCreator: when the input geometry is not triangulated, the error message explains how to triangulate it within Maya.
  • NavMeshCreator: construction history is now ignored
  • Avoidance Field: random targets are now placed only in accessible zones
  • Avoidance Field: characters keep on going to other target when reached random targets
  • Avoidance Field: when using random targets entities keep moving between different targets
  • Avoidance Field and crowdField now init at frame 1 instead of frame 2.
  • Avoidance Field now handles directionPP attribute at initialization
  • Population Tool: Added a "Emit Selected" command to enable emitting several PopulationTool at once
  • Population Tool: Added ProgressBar (appears only if population time is more than 0.8s)
  • CrowdField: removed warning when no directionPP/velocityPP is set on crowdField
  • Assets Tool: Asset Tool is less annoying when the .cam was never saved
  • Assets Tool: exports the meshes in the character and its skeleton without having to select them in maya
  • Assets Tool: the caa file now only contains entity - renderingType associations
  • Assets Tool: mesh distribution is done when exporting FBX/RIB and in the renderer plugins
  • Assets Tool: shader data is computed in the renderer plugins
  • Assets Tool: shader assets can be assigned to multiple meshes at the same time
  • Assets Tool: Maya and FBX buttons are now unified
  • Assets Tool: Meshes can be viewed in Maya when selected in the Assets tab (using Ctrl key)
  • Assets Tool: meshes with the same name (but different paths) are now supported
  • Assets Tool: rendering Types can be unassigned from entity types by removing them from the "Assign..." list
  • Assets Tool: Individual meshes can now be added / removed from a mesh asset; the +/- buttons have
  • shortcuts ([Numpad+]/[Del])
  • Assets Tool: Added a character sample in tutorial resources
  • Simulation Tool - FBX Export: materials are not duplicated anymore when all the characters are exported into the same FBX scene.
  • Simulation Tool: changed the way errors are reported
  • Simulation Cache Editor: a user defined output directory can now be used to export the edited cache
  • All custom widgets have the locale English-United States: double spinboxes use . (dot) instead of , (comma)

Bug fixes

  • SkeletonMotion Converter: fixed skeleton description export when bones are absent from the bindpose (which resulted in huge bones in the crowdfield locator)
  • SkeletonMotion Converter: fixed a crash when joints have children that are not joints on a skeleton in Maya
  • Fixed a bug when skeleton root != motion root
  • Motion Locator: could not replay the motion on some specific characters
  • Motion Locator: corrected a minor bug: the scale was not taken into account to apply the motion's translation
  • Motion Locator: fixed a root orientation bug that could affect some characters
  • NavMesh Creator: when selecting a transform node, all child meshes are properly added to the nav mesh computation
  • NavMesh Creator: better error management
  • Avoidance Field: fixed a bug where the result of the first simulation was different from the subsequent ones
  • CrowdField: No more artefact crowd Entities are displayed when reseting a scene.
  • CrowdField: More robust when touching the NavMeshFile.
  • EntityType: multiple mapping of behavior nodes is now working
  • Assets Tool: fixed a bug when saving the fbx character without giving the .fbx extension to its name
  • Assets Tool: fixed a bug that caused changes to be lost when minimizing and restoring Maya
  • Assets tool: Fixed a bug when saving the fbx character without giving the .fbx extension to its name
  • Assets Tool: Fixed a bug that caused changes to be lost when minimizing and restoring Maya
  • Simulation Tool: fixed crash on Simulation Protobuf export when selecting all attributes.
  • Simulation Tool: Fixed pbz export bug when using entities with different bones count
  • Fixed a bug where some characters are not exported correctly in FBX
  • Fixed a bug that could crash Crowd on some FBX files
  • Various bugfixes for linux version