Golaem Crowd 4.3 (2015/11/12)
Important Notice
Notice that mesh assignment in the AdaptPosition behavior has changed between Golaem Crowd 4.2.2 and 4.3
Use MEL function golaemCrowd422To43() to update your scene from Golaem Crowd 4.2.2 to 4.3
New Features
New Golaem Layout license for users needing only the Cache Proxy node and/or batch export crowd simulations
AdaptPosition Behavior can now scatter Entities on several meshes
Physicalize Behavior can now set a Collision ID on the Entity rigid bodies
Improvements
- thisBehavior' keyword in the Expression trigger
- All render proxies include an Object ID attribute to specify what to output in the Object ID pass (mesh, entity, shader, crowd field or all)
- Check Render Settings Tool now works for lighting scene (without simulation nodes)
- Linear and Angular Damping can be set per bone in the Character Maker (instead of globally in the Physics Locator)
- Load / Save Node Attributes tool in the Crowd Swiss Knife Tool
- Skeleton Pelvis Height Ratio is now computed automatically in the CrowdEntityType node
- New 'Character and Ground Relative' mode in the AdaptPosition Behavior
- Start / Stop Duration attributes in the AdaptOrientation Behavior
- Stop Duration in the Flock Behavior
Bug Fixes
Fixed fetching of PPAttributes in Motion and Goto Behaviors (when using several particle systems)
Fixed orientation computation in the AdaptOrientation Behavior
Fixed NavMesh creation of huge environments
Fixed glmCrowd.mll unload
Fixed Rendering Type Id assignment
Fixed SetFormation Behavior
Fixed manipulator and rendering glitch with VP2.0 in the Paint Tool
Fixed a crash when dirmapping Character Files without Geometry Groups
Fixed a crash when rendering an empty scene with Mental Ray, Renderman, Arnold & V-Ray
Fixed a crash when rendering with V-Ray and using frustum culling
Fixed a crash when rendering empty meshes with V-Ray
Fixed a crash in the UVPin Behavior (multithread issue)
Fixed a crash when exiting Maya after having opened the Simulation Window
Fixed a crash when the Speed Ratio of a Motion Behavior is set to 0
Fixed a crash when using Collision Triggers and several CrowdFields
Fixed a crash when rendering mesh names longer than 256 characters
Fixed non consistent shader assignment with V-Ray
Fixed File Browser Window Save Button
Fixed animation loops in the SyncMotion Behavior
Fixed wrong orientation display in the SyncMotion Behavior
Fixed starting duration interpolation in the UVPin Behavior
Fixed cloth simulation when using 'same nucleus solver than clothes' option in the Cloth Locator
Fixed warning messages on restart in the Cloth Behavior
Fixed the IK Planes button loop in the Character Maker
Fixed flocking behavior on non-flocking Entities if a Flock Locator was in the scene
Fixed start and stop nodes selection
Fixed a potential crash at simulation start when using navigation behaviors
Refactoring
Removed TBB dependency
Refactoring of most custom Attribute Editor controllers
Master-Slave behavior now requires that Master and Slave entities belong to the same particle system (temp)
Default values of Physics Collision Triggers have been changed
API
glmCheckLicense has now -full or -layout flags
In glm_crowd_io.h, glmBeginGeometryGeneration can now be called multiple times on different contexts without calling glmEndGeometryGeneration
In glm_crowd_io.h, added a parameter to glmCreateEntityGeometry to create only mesh/shaders names, geometry or both
In glm_crowd_io.h, added support of object id generation (for ObjectID render passes)
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
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