GOLAEM CROWD 1.2 - RELEASE NOTES ** 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 GOLAEM CROWD 1.1 - RELEASE NOTES ** 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