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