Release Notes

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Golaem Crowd 4.3.2 (2015/12/18)

New Features

  • New procedural rendering plugin for Guerilla Render
  • Simulation Cache Proxy node Output plugs (mesh drive)

Improvements

  • Collision Layer for Cloth simulation
  • Allow multiple meshes as terrain source and destination in the UVPin Behavior
  • Connect nodes Tool in the Crowd Swiss Knife Tool
  • Added a parameter to force a new computation of the next footprint in the GroundAdaptation Behavior
  • Add first Rendering Type in an Entity Type Node when loading a Character File for the first time

Bug Fixes

  • Fixed bad footprint height computation (could produce some oscillation on the limb)
  • Fixed motion phase alignment was not working in some very specific cases
  • Fixed a crash when rendering scenes with different renderers in the same Maya session
  • Fixed a crash when having multiple blendshape deformers per mesh
  • Fixed Block Operator when Simulation substeps != 1
  • Fixed Body Masks assignment in the Physicalize Behavior
  • Fixed Entity picking when editing position offset in the Simulation Cache Proxy
  • Fixed Custom Behaviors namespace naming import
  • Fixed plug index in the ClothLocator, resulting in some colliders/cloth not simulated

API

  • glmCrowdSimulationExporter allows to export viewport screenshots

Misc

  • Changed default installation directory on linux platforms ('$HOMEDIR' -> '$HOMEDIR/Golaem')

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
  • V-Ray For 3ds Max 3.20.XX
  • Renderman Studio 20.X
  • Mental Ray For Maya (any version)
  • 3Delight Studio Pro 11.0.XX
  • Guerilla Render 1.4
  • 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

 

Golaem Crowd 4.3.1 (2015/12/1)

Important Notice

Notice that rotation axis order in the SetBone behavior has changed between Golaem Crowd 4.3 and 4.3.1
Use MEL function golaemCrowd43To431() to update your scene from Golaem Crowd 4.3 to 4.3.1
 

New Features

  • New Physics Channels
  • New Ground information Channels

Improvements

  • SetBone Behavior allows to set the orientation of the Root Bone
  • SetBone Behavior allows to set the position of the Root Bone
  • Expressions in the SetBone Behavior can now be enabled/disabled
  • UVPin & SetBone Behaviors can now be evaluated before or after Physics behaviors

Bug Fixes

  • Fixed footprint recomputation in the simulation
  • Fixed a crash when replacing particle systems with the Population Tool if a set Entity Type is no longer in the scene
  • Fixed a crash when exporting CrowdField with namespaces
  • Fixed a crash when parsing the default material in VRay Distributed Rendering
  • Fixed a crash when fetching texture in a cyclic shading graph (cgfx shader) in Render Previz
  • Fixed a crash when the "Same nucleus solver than clothes" option in the Cloth Locator
  • Fixed a crash when rendering with Mental Ray
  • Fixed a crash when mapping/unmapping effectors in the Character Maker
  • Fixed the sphere Population Tool orientation noise
  • Fixed Arnold .ass exporter
  • Fixed Flock Behavior random number generation
  • Fixed Render Checker Tool when checking Character Files with empty shader attributes
  • Fixed squash'n'stretch support of the pelvis in the Motion & Locomotion Behaviors
  • Fixed rotation axis in the SetBone Behavior

Refactoring

  • More verbose error messages when loading the Geometry File in Render Previz or render

API

  • In glm_crowd_io.h, log messages from the fbx classes are supported

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
  • V-Ray For 3ds Max 3.20.XX
  • Renderman Studio 20.X
  • 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

Golaem Crowd 4.3 (2015/11/12)

Important Notice

Notice that mesh assignment in the AdaptPosition behavior has changed between Golaem Crowd 4.2.2 and 4.3
Use MEL function golaemCrowd422To43() to update your scene from Golaem Crowd 4.2.2 to 4.3
 

New Features

  • New Golaem Layout license for users needing only the Cache Proxy node and/or batch export crowd simulations
  • AdaptPosition Behavior can now scatter Entities on several meshes
  • Physicalize Behavior can now set a Collision ID on the Entity rigid bodies

Improvements

  • thisBehavior' keyword in the Expression trigger
  • All render proxies include an Object ID attribute to specify what to output in the Object ID pass (mesh, entity, shader, crowd field or all)
  • Check Render Settings Tool now works for lighting scene (without simulation nodes)
  • Linear and Angular Damping can be set per bone in the Character Maker (instead of globally in the Physics Locator)
  • Load / Save Node Attributes tool in the Crowd Swiss Knife Tool
  • Skeleton Pelvis Height Ratio is now computed automatically in the CrowdEntityType node
  • New 'Character and Ground Relative' mode in the AdaptPosition Behavior
  • Start / Stop Duration attributes in the AdaptOrientation Behavior
  • Stop Duration in the Flock Behavior

Bug Fixes

  • Fixed fetching of PPAttributes in Motion and Goto Behaviors (when using several particle systems)
  • Fixed orientation computation in the AdaptOrientation Behavior
  • Fixed NavMesh creation of huge environments
  • Fixed glmCrowd.mll unload
  • Fixed Rendering Type Id assignment
  • Fixed SetFormation Behavior
  • Fixed manipulator and rendering glitch with VP2.0 in the Paint Tool
  • Fixed a crash when dirmapping Character Files without Geometry Groups
  • Fixed a crash when rendering an empty scene with Mental Ray, Renderman, Arnold & V-Ray
  • Fixed a crash when rendering with V-Ray and using frustum culling
  • Fixed a crash when rendering empty meshes with V-Ray
  • Fixed a crash in the UVPin Behavior (multithread issue)
  • Fixed a crash when exiting Maya after having opened the Simulation Window
  • Fixed a crash when the Speed Ratio of a Motion Behavior is set to 0
  • Fixed a crash when using Collision Triggers and several CrowdFields
  • Fixed a crash when rendering mesh names longer than 256 characters
  • Fixed non consistent shader assignment with V-Ray
  • Fixed File Browser Window Save Button
  • Fixed animation loops in the SyncMotion Behavior
  • Fixed wrong orientation display in the SyncMotion Behavior
  • Fixed starting duration interpolation in the UVPin Behavior
  • Fixed cloth simulation when using 'same nucleus solver than clothes' option in the Cloth Locator
  • Fixed warning messages on restart in the Cloth Behavior
  • Fixed the IK Planes button loop in the Character Maker
  • Fixed flocking behavior on non-flocking Entities if a Flock Locator was in the scene
  • Fixed start and stop nodes selection
  • Fixed a potential crash at simulation start when using navigation behaviors

Refactoring

  • Removed TBB dependency
  • Refactoring of most custom Attribute Editor controllers
  • Master-Slave behavior now requires that Master and Slave entities belong to the same particle system (temp)
  • Default values of Physics Collision Triggers have been changed

API

  • glmCheckLicense has now -full or -layout flags
  • In glm_crowd_io.h, glmBeginGeometryGeneration can now be called multiple times on different contexts without calling glmEndGeometryGeneration
  • In glm_crowd_io.h, added a parameter to glmCreateEntityGeometry to create only mesh/shaders names, geometry or both
  • In glm_crowd_io.h, added support of object id generation (for ObjectID render passes)

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
  • 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

Golaem Crowd 4.2.2 (2015/10/19)

New Features

  • Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)
  • UVPin Behavior to remap simulations on a specific UV Space
  • Support of Maya File Path Editor to relocate files
  • New direction channels (boneDirection, paintedDirection)
  • Master Entity Channel
  • Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator

Improvements

  • Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker
  • Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker
  • New Reset Angular Limits button in the Character Maker
  • Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker
  • Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior
  • Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior
  • Added Separation, Alignment and Cohesion Weights in the Flock Behavior
  • Added a maximum up angle attribute in the Flock Behavior
  • Added a warning message when the number of rigid bodies exceed 65535 (which triggers a crash if all of them collide with the AABB of the same object)
  • Crowd Rigid bodies are renamed accordingly to their associated mesh transform

Bug Fixes

  • Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields
  • Fixed a crash when loading two skeleton consecutively in the Character Maker
  • Fixed a crash when unmapping Maya geometry from the Terrain Locator
  • Fixed a crash when Expression Trigger was active and empty
  • Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene
  • Fixed wrong computation of collisions when using default values in Physics Collision Triggers
  • Fixed camera update when playblasting crowd simulations with VP2.0
  • Fixed 3Delight Render Proxy creation with Maya 2016
  • Fixed update when using multiple splines with a painted surface
  • Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone
  • Fixed creation of a Crowd Rigid Body without a selected transform object
  • Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms
  • Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode

Refactoring

  • Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute
  • Default values of Physics Collision Triggers have been changed

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
  • V-Ray For 3ds Max 3.20.XX
  • Renderman Studio 20.X
  • 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

Golaem Crowd 4.2.1.1 (2015/10/06)

Bug Fix

  • Fixed CharacterMaker physics spreadsheet selection and updates

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

 

Golaem Crowd 4.2.0.1 (2015/09/04)

Improvements

  • Installation package does not require admin rights anymore on windows

Golaem Crowd 4.2 (2015/09/03)

Important Notice

From this release, Golaem Crowd does not use a custom launch script anymore to start Maya with the correct configuration.
Depending on the install option, you can either start Maya the usual way or define the MAYA_MODULE_PATH environment variable.
More here

New Features

  • Support of Servo mode in the Physics behaviors (local and world space)
  • Maya meshes and objects can be used directly as colliders for the Physics simulation
  • New adaptation mode (Forward & Up Vectors) in the AdaptOrientation Behavior

Improvements

  • No more launch script. Golaem Crowd module file can be installed in the Maya user files or defined via MAYA_MODULE_PATH
  • Collision triggers now uses the real shapes of rigid bodies instead of the AABB (may be less performant)
  • Visual feedback of updated or ended behaviors in the Behavior Editor
  • Moving objects can be synchronized in the SyncMotion Behavior
  • Repartition control between Reach and Wander modes in the Steer Behavior
  • Obstacle choice frequency control in the Flock Locator
  • Improved visual feedback for flocking Entities in the viewport
  • Interactive playback shelp icon
  • Customizable default shader for Arnold, VRay and Mental Ray
  • Visual feedback on nodes in the Character Maker (red nodes will not be saved in the Character File / orange nodes will be saved but requires some attention)

Bug Fixes

  • Fixed a crash when autocomputing the Skeleton Mapping on some kinds of morphologies in the Character Maker
  • Fixed a crash when mapping wrong bones in the Character Maker
  • Fixed a crash when deleting the CrowdField during the simulation having cloths
  • Fixed the duplication of cloth colliders if not present in the assets repartition
  • Fixed the Flock behaviors when using a custom Crowd Unit
  • Fix displacement in the VRay Render Proxy

API

  • glmCharacterFileTools command can now also query the shader attributes of a Character File (.gch / .gcha) 

Character Pack & Samples

  • Added a Crowd Woman character
  • Added a Roman Soldier Character
  • Added some battle walk motions
  • Added a test scene to render all Character Pack characters
  • Added a choice between light (same as previous samples) and complete (character pack) diversity in all samples using CrowdMan

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

 

Golaem Crowd 4.1.2.1 (2015/08/03)

Bug fixes

  • Fixed an important memory leak during simulation (appeared in version 4.1.2)
  • Fixed a crash when rendering different Character Files with Arnold

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
  • Mental Ray For Maya (any version)
  • 3Delight Studio Pro 11.0.XX
  • Renderman Studio 20.0
  • 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

 

Golaem Crowd 4.1.2 (2015/07/30)

Important Notice

From this release, Renderman 18 is not supported anymore

New Features

  • Support of Renderman Studio 20.0
  • Support of Maya dirmap mechanism
  • Render Previz display mode supports Maya Lights (ambient & directionnal)
  • New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported)

Improvements

  • Flee target mode in GoTo Behavior
  • Expressions can now also be used in the SetBone Behavior
  • Vector Channels now support [x/y/z] (this.position[x])
  • Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
  • Roll bones can now be out of the Limb bone chain in the Character Maker
  • Added a second curve in the Loop indicator to improve precision in the Character Maker
  • Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)
  • VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts

Bug Fixes

  • Fixed a crash when Character Files were not found in the Simulation Cache Proxy
  • Fixed a crash when the Character fbx and the Golaem Character have different number of bones
  • Fixed a crash when using a MEL expression in the Attribute Editor
  • Fix Physics Collision Entity Type trigger
  • Fixed Attitude computation in the AdaptOrientation Behavior
  • Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame
  • Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker

Refactoring

  • Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors
  • The #noise# tag in the SetBone Behavior is replaced by Ramp Controls
  • Render plugins now log an info line when rendering starts

API

  • glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)
  • glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools
  • Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism

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
  • Mental Ray For Maya (any version)
  • 3Delight Studio Pro 11.0.XX
  • Renderman Studio 20.0
  • 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

 

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