Golaem Crowd 1.1 (2011/06/16)
New features
- SkeletonMotion Converter: Added a 2D previzualisation of skeleton when
choosing detection mode
- SkeletonMotion Converter: Added visualization help and tooltip for
mapping
- SkeletonMotion Converter: Added 2D previzualisation of the motion
before exporting it
- NavMesh is now automatically mapped in most cases, otherwise
accessible by a dropdown menu
- New MEL command: spatialRequestMELCommand (count entities in a given
zone)
- Added an ExternalEntityLocator: permits to use an external object as
an obstacle in the avoidance field
- Population Tool: Added a triangle shape
- Population Tool: Added a "quincux" mode
- Population Tool: Added a "replace particle shape" mode
- Behavior Node: Splitted into Behavior and TriggerNode (old files are
no more compatibles, sorry for the inconvenience)
- Behavior Node: Added a loop option to the behavior (reevaluate a
starting trigger after being stopped)
- Behavior Node: Automatically create 2 linked TriggerNode (start/stop).
Customizable via Tool Setting
- Trigger Node: Triggers can be chained using AND/OR operator
- Trigger Node: Trigger can aggregate other triggers
- Trigger Node: One trigger can be shared between multiple BehaviorNode
- Trigger Node: Added a "zone" trigger type
- Trigger Node: drivenAttribute changed from "triggerAttribute" to
"drivenAttribute"
- Assets Tool: Shader templates can be exported/imported
- Assets Tool: Shader Assets can use custom int/float shader attributes
which are passed to the RenderMan plugin
- Better skeleton mapping interface
- RenderMan plugin uses surface shaders & texture coordinates with
multiple diffuse materials
- 3Delight render plugin
- Renderman compliant plugin (.exe)
- Updated to support FBX SDK 2012
Improvements
- SkeletonMotion Converter: Window can be fully resized
- NavMesh Creator: Automatically add a navmesh locator after a succesful
generation of navMesh (configured with the generated .gse)
- NavMesh Creator: Default maximum horizontal slope value has been set
to 45° for better navMesh results
- NavMeshCreator: when the input geometry is not triangulated, the error
message explains how to triangulate it within Maya.
- NavMeshCreator: construction history is now ignored
- Avoidance Field: random targets are now placed only in accessible
zones
- Avoidance Field: characters keep on going to other target when reached
random targets
- Avoidance Field: when using random targets entities keep moving
between different targets
- Avoidance Field and crowdField now init at frame 1 instead of frame 2.
- Avoidance Field now handles directionPP attribute at initialization
- Population Tool: Added a "Emit Selected" command to enable emitting
several PopulationTool at once
- Population Tool: Added ProgressBar (appears only if population time is
more than 0.8s)
- CrowdField: removed warning when no directionPP/velocityPP is set on
crowdField
- Assets Tool: Asset Tool is less annoying when the .cam was never saved
- Assets Tool: exports the meshes in the character and its skeleton
without having to select them in maya
- Assets Tool: the caa file now only contains entity - renderingType
associations
- Assets Tool: mesh distribution is done when exporting FBX/RIB and in
the renderer plugins
- Assets Tool: shader data is computed in the renderer plugins
- Assets Tool: shader assets can be assigned to multiple meshes at the
same time
- Assets Tool: Maya and FBX buttons are now unified
- Assets Tool: Meshes can be viewed in Maya when selected in the Assets
tab (using Ctrl key)
- Assets Tool: meshes with the same name (but different paths) are now
supported
- Assets Tool: rendering Types can be unassigned from entity types by
removing them from the "Assign..." list
- Assets Tool: Individual meshes can now be added / removed from a mesh
asset; the +/- buttons have
- shortcuts ([Numpad+]/[Del])
- Assets Tool: Added a character sample in tutorial resources
- Simulation Tool - FBX Export: materials are not duplicated anymore
when all the characters are exported into the same FBX scene.
- Simulation Tool: changed the way errors are reported
- Simulation Cache Editor: a user defined output directory can now be
used to export the edited cache
- All custom widgets have the locale English-United States: double
spinboxes use . (dot) instead of , (comma)
Bug fixes
- SkeletonMotion Converter: fixed skeleton description export when bones
are absent from the bindpose (which resulted in huge bones in the
crowdfield locator)
- SkeletonMotion Converter: fixed a crash when joints have children that
are not joints on a skeleton in Maya
- Fixed a bug when skeleton root != motion root
- Motion Locator: could not replay the motion on some specific
characters
- Motion Locator: corrected a minor bug: the scale was not taken into
account to apply the motion's translation
- Motion Locator: fixed a root orientation bug that could affect some
characters
- NavMesh Creator: when selecting a transform node, all child meshes are
properly added to the nav mesh computation
- NavMesh Creator: better error management
- Avoidance Field: fixed a bug where the result of the first simulation
was different from the subsequent ones
- CrowdField: No more artefact crowd Entities are displayed when
reseting a scene.
- CrowdField: More robust when touching the NavMeshFile.
- EntityType: multiple mapping of behavior nodes is now working
- Assets Tool: fixed a bug when saving the fbx character without giving
the .fbx extension to its name
- Assets Tool: fixed a bug that caused changes to be lost when
minimizing and restoring Maya
- Assets tool: Fixed a bug when saving the fbx character without giving
the .fbx extension to its name
- Assets Tool: Fixed a bug that caused changes to be lost when
minimizing and restoring Maya
- Simulation Tool: fixed crash on Simulation Protobuf export when
selecting all attributes.
- Simulation Tool: Fixed pbz export bug when using entities with
different bones count
- Fixed a bug where some characters are not exported correctly in FBX
- Fixed a bug that could crash Crowd on some FBX files
- Various bugfixes for linux version