Golaem Crowd 1.2 (2011/09/07)

New Features

  • Added Support for V-Ray Rendering Engine
  • Added user scripts mel file: glmUserScripts.mel. Users can add their own scripts in this file. It's loaded at plugin load.
  • Assets Manager: shader associations can be reseted to the mesh materials from Tools->Reset Shaders
  • Assets Manager: added toolbars and buttons
  • Assets Manager: added pop up menu to add a expand/collapse options
  • AvoidanceField: distance to target can be exported to a PP attribute
  • AvoidanceField: target id (crowd entity id) can be exported to a PP attribute (when the target is a particle system)
  • AvoidanceField: a PP attribute can be used to skip entity update (Advanced tab)
  • AvoidanceField: "lifespanPP" is used to skip "dead" particles when targeting a particle system
  • AvoidanceField: comfort speed can be changed at runtime with the entity speed pp attribute
  • AvoidanceTargetLocator: Add hierarchy of AvoidanceTargetLocator to be used as waypoints to define a navigation route
  • CrowdField: user can choose which ground adaptation mode is used
  • Motion Behavior: user can set a replay speed on the motion
  • Motion Behavior: if use as loco is not checked, pick a random motion from the list
  • Motion Locator: local translation is taken into account when playing a motion
  • New glmCrowdFieldInfo command: infos on the Crowd Field. For now, it returns the particle of an entity or the entity Id of a particle
  • New locator for Crowd Fields (CrowdEntitySurfaceShape) - it is now possible to assign a material and modify the bone width appearance
  • New particle-related MEL functions for triggers
  • Population Tool: added a "Look At" target orientations
  • Population Tool: added generation on object pivot
  • Population Tool: added generation on convex hull
  • Simulation Tool: new "Use Existing Simulation Cache" option - Only exports the simulation without running it if a simulation cache exists
  • TriggerNode: a custom MEL command can be run on success

Improvements

  • Crowd behaviors (motion & IK head) are no longer deleted when connected nodes are deleted
  • CrowdField: Use Motion As Field PP - Per particle attribute that enables the use of behavior motions to move the particles (replaces useBehaviorsAsField)
  • CrowdField: Add feature to export multi crowdFields in a single pass of simulation
  • Population Tool: generated geometry now shows correctly on the associated navMesh, bounding box is correctly set (was not scaling z against ratio)
  • Simulation Cache format is now pdb32.gz (Disney Partio) - better performance and smaller particle files

Bug Fixes

  • Assets Tool: assets are no longer lost when saving the scene under a different name
  • Assets Tool: fixed a bug that prevents adding an empty mesh asset to a group when all meshes have been used
  • Assets Tool: removed error message "Failed to open asset management file ''. The file does not exist!" when there is no assets file.
  • Crowd Behavior: trigger now works when "Use As Loco" is activated
  • Crowd IO: fixed a crash when the motion skeleton is different from the FBX skeleton
  • Crowd IO: fixed a scaling bug when FBX root bone has a local scale
  • Crowd IO: fixed a FBX skinning bug with meshes that are attached to joints with no deformation
  • Crowd IO: fixed a bug with incorrect normals
  • Crowd IO: fixed a bounding box computation bug
  • Crowd RenderMan plugin & RenderMan compliant plugin: fixed coordinate system (right handed instead of default left handed)
  • Crowd RenderMan plugin & RenderMan compliant plugin: fixed normals
  • Motion Locator: fixed a root orientation bug that could affect some characters (final fix)
  • Population Tool: fixed a crash when replacing a particleShape with renamed shape
  • SkeletonMotion Converter: changed the way bones are scaled to support more characters
  • SkeletonMotion Converter: now handle negative Maya frames
  • Simulation Tool: fixed a crash when an entity type is associated to an invalid rendering type