Golaem Crowd 4.2.1 (2015/10/02)

Important Notice

From this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX)
 

New Features

  • Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation
  • Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
  • Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)
  • Collision Triggers now have a collider / collided property
  • Containers can be expanded / collapsed in the Behavior Editor
  • New Channel / Expression Trigger

Improvements

  • Crowd Rigid Body shapes are configured automatically based on the connected object properties
  • ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
  • Heading / Attitude / Bank offsets in the AdaptOrientation Behavior
  • Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin
  • VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max
  • Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache
  • Edit Physics Properties window selection now selects the corresponding bone in the viewport
  • Unphysicalized bones are not displayed by default in the Edit Physics Properties window
  • Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker
  • More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)
  • DirectX11 compatibility tool

Bug Fixes

  • Fixed Locomotion Channel in MotionClip nodes
  • Fixed Geometry Behavior evaluation when Time Warp is used in a scene
  • Fixed the Alternative Operator interface when changing condition order
  • Fixed Alembic export with blendshape animation
  • Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
  • Fixed geodesic skinning support in the Render Previz display mode
  • Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache

Refactoring

  • Refactoring of all rendering plugins to use the glm_crowd_io API (see below)
  • Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes
  • Fixed the save of the position of the VisualFeedback window
  • Fixed the save of the position of the MotionClipPreview window
  • NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)
  • Creation of several Crowd Rigid Bodies when several objects are selected

API

  • Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files
  • glmSimulationCacheTool command to query Simulation Cache attributes
  • glmCharacterFileTools has been renamed to glmCharacterFileTool

Supported Rendering Engines

  • Mtoa 1.1.X & 1.2.X / Arnold Core 4.2.X
  • V-Ray For Maya 3.10.01, 3.00.01 & 3.05.04 (Maya 2016)
  • V-Ray For 3ds Max 3.20.XX
  • Renderman Studio 20.0
  • Mental Ray For Maya (any version)
  • 3Delight Studio Pro 11.0.XX
  • Katana 2.X (Arnold and Renderman)
Also supported (but must be manually installed)
  • Mtoa 1.0.X / Arnold Core 4.1.X
  • V-Ray For Maya 2.4
  • Renderman Studio 19.0