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
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Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation
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Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
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Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)
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Collision Triggers now have a collider / collided property
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Containers can be expanded / collapsed in the Behavior Editor
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New Channel / Expression Trigger
Improvements
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Crowd Rigid Body shapes are configured automatically based on the connected object properties
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ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
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Heading / Attitude / Bank offsets in the AdaptOrientation Behavior
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Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin
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VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max
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Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache
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Edit Physics Properties window selection now selects the corresponding bone in the viewport
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Unphysicalized bones are not displayed by default in the Edit Physics Properties window
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Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker
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More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)
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DirectX11 compatibility tool
Bug Fixes
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Fixed Locomotion Channel in MotionClip nodes
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Fixed Geometry Behavior evaluation when Time Warp is used in a scene
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Fixed the Alternative Operator interface when changing condition order
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Fixed Alembic export with blendshape animation
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Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
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Fixed geodesic skinning support in the Render Previz display mode
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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
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Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files
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glmSimulationCacheTool command to query Simulation Cache attributes
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glmCharacterFileTools has been renamed to glmCharacterFileTool
Supported Rendering Engines
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Mtoa 1.1.X & 1.2.X / Arnold Core 4.2.X
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V-Ray For Maya 3.10.01, 3.00.01 & 3.05.04 (Maya 2016)
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V-Ray For 3ds Max 3.20.XX
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Renderman Studio 20.0
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Mental Ray For Maya (any version)
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3Delight Studio Pro 11.0.XX
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Katana 2.X (Arnold and Renderman)
Also supported (but must be manually installed)
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Mtoa 1.0.X / Arnold Core 4.1.X
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V-Ray For Maya 2.4
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Renderman Studio 19.0