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