Release Notes
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Golaem Crowd 3.3.0.1 (2014/06/25)
Improvements
- Noise Frequency in the SetBone behavior
Bug Fixes
- Fixed Locomotion Behavior not turning at all when Motion Clips with no null linear velocities are in the database
Supported Rendering Engines
- Mental Ray For Maya (any version)
- V-Ray For Maya 2.4
- Mtoa 1.0.X
- 3Delight 11.0.57
- Renderman Studio 18.0
Golaem Crowd 3.3 (2014/06/11)
Important Notice
Some node attributes have changed between Golaem Crowd 3.2.2 and 3.3. Use MEL function golaemCrowd322To33() to update your scene from Golaem Crowd 3.2.2 and 3.3
New Features
- Maya Blend Shapes are now completely supported from Assets Management to render
- Import Shaders tool (automatically executed when using the Render Proxy tool)
- Swiss Army Knife Tool to automatize common tasks in Golaem Crowd
- Crowd Scene Checker tool
Improvements
- Visual Feedback information are displayed in a dedicated dockable HUD
- Visual Feedback displays the selected Entity posture in a dedicated viewport
- Terrain Locator now defines a default infinite and planar NavMesh (see the important notice above to update your scenes accordingly)
- Added a "none" Ground Mode in the Terrain Locator
- PopulationTool locator now allows to automatically link its created particle systems to a CrowdField
- PaintTool supports teared off panels
- Progressive brush pressure and stroke direction smoothing in the PaintTool
- Outer Flow parameter in the VectorField locator
- New attribute in the CrowdField to export the pelvis velocity in a PPAttribute
- Use Shift + Click on [+] to expand / collapse items in the Assets Manager & Character Maker tree views
- Tree views of the Assets Manager are now consistent
- Improved quadrupeds ground adaptation
- Improved quadrupeds orientation adaptation (independant from behavior order)
- New Rotation Pivot Mode and Rotation Pivot Offset in the AdaptOrientation behavior
- PolygonZone trigger can now take groups containing several meshes
- Distance trigger can now take groups containing several dag nodes
- Added an integer attribute mode in the EntityType Attribute node
- Added a slots assignment mode in the Advanced Parameters of the SetFormation behavior
Bug Fixes
- Fixed crash in the PPAttribute trigger and an empty attribute name
- Fixed crash when misconfiguring attributes in the GoTo behavior
- Fixed crash in the Alteranative & Random operators when a connection is leading to a "no behavior"
- Fixed crash when the terrain geometry is hidden
- Fixed crash when rendering with Arnold and messages where logged
- Fixed crash when the bone name attribute was not correct in the SetBone behavior
- Fixed crash when computing the automatic mapping of a skeleton with no limbs
- Fixed crash when the Motion Velocity is at 0 in the Motion behavior
- Fixed units (seconds) for the Min / Max Update Period attributes in the Locomotion behavior
- Fixed painted EntityTypes slots consistency in the PopulationTool Locator
- Fixed weights when duplicating a Rendering Type in the Assets Manager
- Fixed rotate axis in the SetBone behavior (see the important notice above to update your scenes accordingly)
- Fixed random target picking when looping on a GoTo behavior
- Fixed footprint display in the Motion & Locomotion behaviors
- Fixed discontinuities in postures when using the Loop operator
- Fixed incorrect bounding box position when root joint is in a transform hierarchy in the Assets Manager
- Fixed Randomize Start Offset interface in the Motion & Locomotion behaviors
- Fixed glmComputeMeshNamesCmd error message with lifespan-0ed particles
- Fixed display for Force & Steer behaviors when the Crowd Unit change
- Fixed disabling Physics Properties on bone chains in the Character Maker
- Fixed Cylinders display mode scale
- Fixed EntityType sliders in the GroupEntityType node template
- Fixed SetFormation visual feedback
Refactoring
- Better support for scaled meshes in the PaintTool
- Error message from Triggers are more verbose and indicate the name of the problematic Trigger node
- Verbose message when the exported geometry FBX file does not have all the meshes listed in the Assets Manager
- Remove the gravity parameter from the PhysicsLocator and the Force behavior (now only in the Physicalize behavior)
- Remove the Override Translation parameter from the AdaptOrientation behavior (not used anymore)
- A FlockLocator is created automatically when a Flock / Steer behavior is created
- A PhysicsLocator is created automatically when a Physicalize / Force / Detach behavior is created
- Physics shapes are no longer shown when loading a gmo file in the CharacterMaker
- A warning message is displayed when the radius changes too much in a PopulationTool locator (meaning that the Crowd Unit may not be appropriate)
- Remove default distance between slots when using different Crowd Units in the PopulationTool locator
- SurfaceShape transform node is now locked
- New paint panel in the PopulationTool Locator template
- Small refactoring of the behaviors Visual Feedback templates
- Small refactoring of the CrowdManager node template
- Small refactoring of the Locomotion behavior template
- Small refactoring of the AdaptOrientation behavior template
- Small refactoring of the PaintTool template
- Small refactoring of the MotionClip template
Supported Rendering Engines
- Mental Ray For Maya (any version)
- V-Ray For Maya 2.4
- Mtoa 1.0.X
- 3Delight Studio Pro 10.0.50
- Renderman Studio 4.0
Golaem Crowd 3.2.2.2 (2014/05/19)
Bug Fixes
-
Fixed Asset Manager Rendering Type duplicate not keeping weights
Golaem Crowd 3.2.2.1 (2014/05/16)
Bug Fixes
-
Fixed Character Maker not disabling Physics Properties on bone chains
Golaem Crowd 3.2.2 (2014/05/04)
New Features
-
Paint Tool can load / save 32bits png file
-
Simulation Tool can now only export the caa file
Improvements
-
PPAttribute Trigger can take component into account (myAttrPP.x / y / z / r / g / b)
-
Physics shapes are built automatically when creating the skeleton mapping in the CharacterMaker
-
Better support of occluded geometry in the PaintTool
-
Brush opacity influences VectorField painting in the PaintTool
-
Major performance improvement with huge maps in the PaintTool
-
Rotate stroke in the PaintTool
-
Bone count limit upped to 512 in the Render Previz
-
PaintTool contextural icons improved
-
Better support for CTRL/ALT/SHIFT keys in PaintTool
-
Heading direction can be edited in the MotionClip node
-
Use limb name instead of limb id in the glmExportMotion
-
In CrowdField, export the pelvis velocity in a per particule vector attribute
-
In Locomotion and Motion Behaviors, modify the color of footprints (visual feedback)
Bug Fixes
-
Fixed crash when changing a motion file path manually in the MotionClip
-
Fixed crash when using PPAttribute in the AdaptOrientation behavior
-
Fixed inconsistent ids in ComputeMeshNamesCmd
-
Fixed heading direction computation in the CharacterMaker
-
Fixed the edition of delta way of an animation in the CharacterMaker
-
Fixed Distance Trigger when particle system is the Entity particle system
-
Fixed Distance Trigger when particle system have lifespan0ed particles
-
Fixed broken slots display on some hardware configurations in the PopulationTool
-
Fixed running behaviors display in the Visual Feedback
-
Fixed locator bounding box computation in the PaintTool
-
Fixed the display bounding box in the SurfaceShape
-
Fixed bounding boxes check in the Render Checker
Refactoring
-
Default physics shape is now Capsule in the CharacterMaker
-
Unplugged undo/redo in the EntityType mode of the PaintTool
-
Complete refactoring of the Render Checker
Supported Rendering Engines
-
Mental Ray For Maya (any version)
-
V-Ray For Maya 2.4
-
Mtoa 1.0.x
-
3Delight Studio Pro 10.0.50
-
Renderman Studio 4.0
Golaem Crowd 3.2.1 (2014/04/16)
New Features
-
SetBone behavior which let you noise, replace, control bones orientation during a simulation
-
Entity Types can be painted on top of an existing Population Tool
-
Visual debug information are now displayed in a dedicated HUD, including behaviors specific information
-
Physics collision trigger to start a behavior when two entities collides
Improvements
-
Paint map size, vector field color, vector field arrow size can be customized
-
Paint brush resize ratio is now view dependent
-
Paint cursor improved now indicate mode with letters: (P) Paint, (R) Radius, (E) Erase
-
Optimized Distance Trigger if particle system is entity's particle system
-
Added Render Stats on the V-Ray proxy
-
Improved frame init performances on the V-Ray procedural rendering plugin
Bug Fixes
-
Fixed characters stopping in the middle of vector fields
-
Fixed a crash in the Character Maker when autocomputing a skeleton mapping
-
Fixed display refresh when loading a .gmm file in the Character Maker
-
Fixed motion replay that was not correctly taking the pelvis orientation into account
-
Fixed behaviors grouping in the Behavior Editor
-
Fixed "Save as Template" in the Behavior Editor
-
Fixed a bug when using the Attribute Editor to configure an Alternative Op
-
Fixed the glmExportMotion command which could not save gmm files as xml
-
Fixed saving/loading of the play pelvis/spine parts of the gmm files in the glmExportMotion command
Refactoring
-
A Visual Feedback Attributes panel is now available in every Behavior
-
Added context icons to swith to paint tool mode
-
Made StartPercent attributes in Motion and Locomotion behaviors more coherent
-
Improved error message relative to Motion Clips
-
Fixed Population Tool Locator Component Mode buttons layout
-
Added Golaem Crowd version number to dump file names
Supported Rendering Engines
-
Mental Ray For Maya (any version)
-
V-Ray For Maya 2.4
-
Mtoa 1.0.x
-
3Delight Studio Pro 10.0.50
-
Renderman Studio 4.0
Golaem Crowd 3.2 (2014/04/03)
Important Notice
Due to the addition of motion weights, motion priorities in Motion behaviors must be set again
New Features
-
Golaem Crowd can now generate a 30d evaluation license if no license is found on the system (it still needs no license for rendering)
-
Erase Paint Tool to remove painted information
-
Slots of a Population Tool Locator generated from the Component Mode can now be updated
-
Weights can be used to control blend weight on concurrent Motion Behaviors with same priority
-
New command glmComputeMeshNames to get the mesh names of an exported entity
Improvements
-
Render Previz now supports Dual Quaternion and Weighted blend skinning
-
Distance trigger takes particles of a particle system into account
-
Start frame between nodes (CrowdManager, CrowdField, particle systems) are now linked
-
Use limb name instead of limb id in the glmExportMotionCmd
-
GroundAdaptation behavior now adapts the entity even when no motion is applied
Bug Fixes
-
Fixed Vector field mode when the Crowd Unit is set to decimeters
-
Fixed a crash when loading pyMel with Maya 2012
-
Fixed a crash when painting slots in a manually created PopulationTool locator
-
Fixed multi-shader order in the Assets Manager to match FBX order
-
Fixed a crash when computing perceived objects in obstacle heavy environments in the Navigation behavior
-
Fixed a crash when the Character File is invalid and Visual Debug is activated
-
Fixed a crash when removing the mirror mapping on a limb with effectors in the Character Maker
-
Fixed a lag between the BehaviorEditor Visual Debug and the Viewport Visual Debug
-
Fixed the mirror animation display on the Character Maker Locator
-
Fixed entity navigation when entity is not generated on the terrain
-
Fixed undo/redo in the Crowd Paint Tool
Refactoring
-
Footprints are now displayed without orientation in the CharaMaker Locator
Supported Rendering Engines
-
Mental Ray For Maya (any version)
-
V-Ray For Maya 2.4
-
Mtoa 1.0.x
-
3Delight Studio Pro 10.0.50
-
Renderman Studio 4.0
Golaem Crowd 3.1.2 (2014/03/17)
Important Notice
Due to the introduction of detachable bones & props, Simulation Cache files created with the previous version of Golaem Crowd should be re-exported.
New Features
-
Crowd Paint Tool to paint everything in Golaem Crowd! Population Tool slots, PPAttributes, Vector Fields, Triggers and much more
-
Detach behavior to interactively detach bones or props from the Entity
-
Substep parameter in the Crowd Manager node to set the number of times the simulation is updated per frame
-
Simulation cache now stores world positions of each bone (in addition to world orientations)
-
Delay operator to add delays in the behavior graph
-
Simulation Cache can now be exported dynamically for the current frame when a Render is launched
-
New Simulation Cache Editor node to import, edit, export a simulation cache in Maya
-
Introduction of the DevKit (installed in GolaemCrowdDir/devkit)
Improvements
-
Physics properties are now edited in a table view in the CharacterMaker
-
Added conversion preview that allow to test Ik planes and Ik cache in the CharacterMaker
-
Added parameters to randomize the start percent of a Locomotion behavior
-
Improved consistency between the Behavior Editor selection and the Maya selection
-
AdaptOrientation behavior now takes ground normal to compute the character attitude
-
AdaptOrientation behavior now takes bones projection to compute the character attitude
-
Added an IK cache to improve performance in simulation (can be disabled by using the useConversionIkCache parameter on the Entity Type)
Bug Fixes
-
Fixed a crash when saving a cam/caa file in a read only directory
-
Fixed a crash when saving an empty cam file
-
Fixed a crash when dealing with the sliders of the Assets Manager
-
Fixed a Linux crash when loading a scene with a terrain and a connected Population Tool
-
Fixed a crash in Render Previz mode caused by empty entity list
-
Fixed a crash with nParticle linked to a CrowdField
-
Fixed a crash in the Population Tool context
-
Fixed RenderingTypeId PP in the EntityType node
-
Fixed Arnold .ass file export
-
Fixed a crash when adding a new Spine in the CharacterMaker
-
Fixed broken drag and drop bone mapping in the CharacterMaker
-
Fixed error messages when no Assets Manager file or no assigned Rendering Type are assigned in the Entity Surface Shape
Refactoring
-
Removed GetUserDataVray shaders (use VRay User Scalar shader instead)
-
Removed trueTrigger and falseTrigger nodes (no more useful)
-
Settings are now saved when loading a .cam file in the AssetsManager
-
Cleaned the Extra Attributes panel of the plugin nodes
-
Moved Windows default installation directory to "C:\Golaem"
DevKit
-
New sample to read and display the Simulation Cache
Supported Rendering Engines
-
Mental Ray For Maya (any version)
-
V-Ray For Maya 2.4
-
Mtoa 1.0.X
-
3Delight Studio Pro 10.0.50
-
Renderman Studio 4.0
Golaem Crowd 3.1.1.1 (2014/02/19)
Improvement
- AdaptOrientation Behavior can now take the ground normal to compute the character attitude