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[Maya] Golaem Crowd v5.3.2.1 for Autodesk Maya 2015/2016/2016.5/2017

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Program Name: Golaem Crowd v5.3.2.1 for Autodesk Maya 2015/2016/2016.5/2017  t% O# ~$ `! ~6 ^& {& |  t
Program Type: Artist-Driven Crowd Simulation
! }& t' g8 s8 u# F( v1 CDeveloper: Golaem S.A.2 `$ [) d; u8 j% p; U) s) F
Homepage: _http://golaem.com/content/products/golaem-crowd/overview: H" B' l, H$ Z/ s( ]
Release Date: 19.11.2016
1 k0 Z" g3 e5 ^# E8 h# m2 AInterface Language: English9 s4 }3 t9 h0 G0 P# }' ]
Platform: Autodesk Maya 2015/2016/2016.5/2017, 64-bit ONLY
( @  ~: c# f+ ]- F' UFile Size: 21.13Mb / 21.12Mb / 21.13Mb / 20.89Mb# l& Y; Z  E+ p6 w! z8 z, ?$ X
" W# l& g5 P& @! e7 v2 I( J0 X# @
Integrated in Autodesk Maya, Golaem Crowd makes it easy and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem Crowd to bring life to commercials, episodic productions, feature films and games.# c. q. S9 r" v: ^7 f( [
% b% Z# I7 o' K4 M) n1 ^' `
• Create Convincing Shots in a Few Days
0 a. Y  x# r, p) E3 `7 e- Integrated In Maya. Golaem Crowd offers an intuitive interface, based on Maya workaday objects. It can be used by any artist, trained under 3 days.
6 d" ?1 p  v5 }  j# A: }( {- Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions.
) Q) b$ s) K  i0 y" F- Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.
* y" e" w( E  X% E& r9 ^
1 M: I! v( H( D! v0 `) G• Intuitive & Powerful Toolset
9 x+ B# n2 C( V9 c- Placement Tools. Take advantage of the various placement modes and automatic obstacles detection.
, r8 ?( J* w5 y  j8 D8 Q- Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.
6 W  A* _4 Z% H4 a# Y. B- Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground...2 |  M% p  c4 G& u7 F) S
- Navigation Behaviors. Use built-in path-finding and avoidance behaviors to make your crowds walk around or build on your particles knowledge to drive them." Z$ _' |% \9 \6 N5 c- |5 X
- Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.: i( ?# N6 ~+ T. b& J
- Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.8 w2 B! A* Y4 ~4 d$ g
- Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins.( S2 p9 M9 V. ^8 w* n/ `: O* Y
- Pipeline & FX Integration. Build your own tools on top of Golaem Crowd, send simulation output through your pipe, provide the fx team with the data they need.1 u! e+ s1 N+ G, c( |- I# |
" u0 `; w/ L6 x: P
What's new in v5.3.2.1:
. F6 i( [$ v; F0 k, uImportant Notice5 E0 c7 a7 v& x- O) o
From this release, Evaluation licenses have been replaced by Personal Learning Edition licenses.
  h9 D" T' X; m. I2 KPersonal Learning Edition licenses are not time limited anymore but all files generated will be "waterwarked" at rendering time.  }! p/ U4 O6 e; B
More info on http://ple.golaem.com >>0 Q2 Y' u6 c  K$ H. T* w' P" s8 l
New Features
% [2 G% Z  K$ _& q; U7 e( a- Shading diversity in the Redshift render plugin2 l7 x1 q8 J& y- ^. }
Improvements
8 T( `  Z( q0 X  m% d. l7 T- Values of Time Offset / Time Warp layers can now be set or added! `6 f+ k% b$ L& p; l
- Improved Bind Pose Detection Mode in the Character Maker (now uses skin clusters information)
3 l* T( `- o0 C( A5 i- Improved performances when using multiple Simulation Cache Proxies in a scene8 j2 Z3 ~( }2 v2 \; _5 }
- Added support of instances in the Redshift render plugin- L; D2 i' o) C7 u2 k
- Added support of Vector Shader Attributes exports in the Alembic Baker# T: b6 A8 I+ Q& B4 E! o; V
- Added selection information in the Simulation Cache Layout Tool- m- O6 |0 C+ j# N
- Added default material support in 3delight and Renderman render plugins: R; F( z) Q2 N2 I, U, Y& J* y
- Added Up axis check in the Maya Scene Settings Checker
$ J$ F* T! [/ P2 |  b' E4 r- Support of scaling in the Character Geometry GCG file
5 [2 B8 P3 N8 i- j& {' h7 o5 Z0 t. B$ F& A- Support of Blendshape / Blind Data animations in glmExportMotion
3 y6 E3 K0 O/ h5 I( p' U- Added evaluation mode in the Ramp Node1 r' h  o) J* O
Bug Fixes+ |* n2 O! S% ~* J
- Fixed node transform not taken into account by instanced geometries at render time; H9 c8 G- q8 E
- Fixed simulation display frustum culling when using huge values for the far clipping plane# ^! S1 H. J0 ?# t6 @
- Fixed creation of Stop Triggers when duplicating behaviors
5 k' L4 W& R+ B5 i+ B- Fixed mapping of Motion Clips when duplicating Motion, SyncMotion and Locomotion behaviors
8 _% U! B2 h, T8 Q/ l  K2 ]  A- Fixed mirror animation in specific situations
; `5 i" p1 H# d7 z8 G' p) [/ `, \1 g- Fixed a crash when rendering more than 8 Crowd Render Proxies  H+ O7 \% B# t/ a  H+ z4 b
- Fixed a crash after picking an entity with a start frame different than the simulation start frame$ B! {3 M, b5 W; f5 l* U
- Fixed a crash when exporting an empty mesh as Character Geometry GCG file# w; ?5 |* E* ?2 j3 O  `
- Fixed a crash when refreshing Simulation Cache Proxy when in Simulation Mode# M* Q, f$ z' S0 _
- Fixed a crash when using ragdoll with zero-mass or zero-density! Z* b+ K0 i) \, U
- Fixed a crash when a ApexCloth behavior is started
3 _$ {& D% F( s7 d; @2 ]' ]- Fixed a crash with uninitialized entities in VP22 W6 |6 S5 \& B
- Fixed a crash hen rendering a mesh without a shading group in the Redshift render plugin
* \$ }$ ?% _  a0 u. q" K8 L- Fixed normals when using Render Previz on some Character Geometry GCG file4 j6 J+ Y5 [. S+ H" ?* t! x
- Fixed multi material handling in the Character Geometry GCG file
0 |8 y  `9 F: V; Z3 \, w- a: t- Fixed ground adaptation when the entire motion had footprints! I3 l( {- K# s  Y" c7 y9 m: a
- Fixed ground adaptation when blending with non ground-adapted animations, Q, i+ R- v! ~' x% [' W
- Fixed material export when baking a simulation as FBX
7 l2 |- Z$ C+ u* y. }% {- Fixed namespaces creation when baking a simulation as FBX1 Z& r. |7 }& f" n! }
- Fixed display of Box Crowd Rigid Bodies with VP2
6 o0 {: V" k1 b9 ^* @- Fixed parameters not correctly taken into account when having multiple Flock Behaviors+ y8 i" A% m+ k4 v2 m1 ^
- Fixed Sync Mode based on Body Mask in the Motion Behavior! G+ Q' o) M& |. y9 y6 E
- Fixed non reproducible simulations when using more than one particle system5 h9 i" s7 I9 }6 c; M8 R, R
- Fixed disconnected roadmaps in the NavMesh Creator
+ L/ }* k7 o, j( b$ |8 ~- Fixed no Cache Replay display on CentOS7
, M: u+ h0 t2 z: R7 L7 |& O- b9 pRefactoring
/ K4 O- ~! S4 v5 Q% g7 s- j6 h4 A- Replaced User Properties with Arbitrary Geometry Parameters in the Alembic Baker. S; k9 L9 P7 R3 k. h% g
- Bake Simulation Cache Layout as a Simulation Cache has been moved to the Simulation Exporter Tool (Baker tab)# w5 P2 W' r5 }  ?0 o- Q$ I
- Decreased limit for warning message when computing a NavMesh for a huge environment
) h2 v5 E: @* Y7 J- Target reachability is checked even when there are multiple zones in a NavMesh% _' p; `. G+ H2 s  R( Q8 Z
- Removed Layout operations on a CrowdManager Node (Kill, Set Mesh Assets). L) Q! L$ E" h- s
- Render Previz geometries get refreshed when shaders are imported
( D( x2 M9 @1 r1 {" Z& c" ]) _" F1 u0 j- NavMesh Creator now ignores hidden geometry/ H0 X, t: p6 j! m
API' _( T. H+ L) U  X1 V
- Added a -personal flag to the glmCheckLicense command
" g6 ?  f( b1 U4 r, r; }- Added a -savedWithPLE flag to the glmCheckLicense command
$ V5 Z: B3 i" t( Y- Added a sortedBones attribute flag to the glmCharacterFileTool command
; C% Y0 |$ R9 c) }: M9 s3 j8 \- Added a entityKilled attribute flag to the glmSimulationCacheTool command
( I7 \5 X7 e% o/ @2 y. U. Y$ l- Added a boolean return value to the glmConvertFbxToGcg command1 s' g' ^3 B, U

  u5 w9 J) ?$ k5 H. n# K. @For What's new in v5.3.0.2: - @' n( d3 K. J# {8 d
Bug Fixes( p- P. @" l" F5 e; R
the Fixed file browser for the UI Maya 2017
; ~: ^! c1 L9 w% b; |9 f
0 A3 _9 p  k) A" A9 XWhat's new in v5.2.0.1:- H+ R! M/ Q' D
Bug Fixes  X1 [" Y+ ^& b: \6 S
- Fixed a crash when displaying the simulation cache in Viewport 2.0
  }8 R3 z/ J# j# O$ K) Q* o
: m: S/ K3 t! [5 k  MWhat's new in v4.2.2:
3 E& x6 S+ Q1 U! U7 @1 n/ eNew Features7 @/ o0 m) V! f) ?: n/ T
- Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)' D0 _$ u. y& b- [  p- X" t
- UVPin Behavior to remap simulations on a specific UV Space4 k6 l. k9 I9 D
- Support of Maya File Path Editor to relocate files. v9 D9 Y! @0 ?  ~3 O+ ]
- New direction channels (boneDirection, paintedDirection)
7 ^0 A1 Q  E" o! ^5 Y: _0 A0 O' n- Master Entity Channel
6 n' W3 \% P% E: L" G- t- Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator
6 f3 H8 q0 x0 p, QImprovements3 E. m% i/ V+ Y
- Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker% y$ Z6 y: S8 p- x
- Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker
9 `% z  {5 _% y5 `/ A' n4 B4 c7 \- New Reset Angular Limits button in the Character Maker5 c. d& k! y$ p# s* u* R
- Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker
- R! S2 Z. p$ X. u0 ^1 H* F- Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior+ _/ s" C/ P3 f0 Q7 y
- Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior. n( y1 k1 o5 O& ]$ s8 U& R; v  ~
- Added Separation, Alignment and Cohesion Weights in the Flock Behavior
0 m: H! T% l+ N6 ], q- Added a maximum up angle attribute in the Flock Behavior2 M9 h3 ]. R5 E6 u7 j$ {
- Added a warning message when the number of rigid bodies exceed 65535 (which triggers a crash if all of them collide with the AABB of the same object)3 t! E1 e1 G2 f: X
- Crowd Rigid bodies are renamed accordingly to their associated mesh transform/ Y  V- u/ U4 }4 [5 |
Bug Fixes  Y- p5 y1 p& |2 g
- Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields
2 u: [4 l" G6 o/ Z- Fixed a crash when loading two skeleton consecutively in the Character Maker8 p5 Q) o. E) e/ M2 \5 d' w; m
- Fixed a crash when unmapping Maya geometry from the Terrain Locator
) X* z5 q" a9 s0 B: V0 O8 ]& o- Fixed a crash when Expression Trigger was active and empty" X3 W9 j9 B" H1 q
- Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene4 v; I% a6 t( ?  R. M0 [
- Fixed wrong computation of collisions when using default values in Physics Collision Triggers! O: |1 D! @4 z1 L! k) p) |9 |
- Fixed camera update when playblasting crowd simulations with VP2.05 N4 z  y; I, T& r- R
- Fixed 3Delight Render Proxy creation with Maya 2016
" q9 ]" _& L8 x7 v" @- Fixed update when using multiple splines with a painted surface
' {! l5 w! u! N& }- Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone1 S4 l) ?, ^+ w* g9 \
- Fixed creation of a Crowd Rigid Body without a selected transform object) Y% V/ @1 s& F" c) C5 K% U
- Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms+ G& s* G# ?' U+ G/ r
- Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode7 p" J0 U+ h; _+ E  f* M
Refactoring9 a) F) [( @5 J+ b* d8 e% ~4 Q: X
- Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute! l- }! i6 Q# D; I6 y! Y% C( A0 v
- Default values of Physics Collision Triggers have been changed# x6 L. A6 D: |! G/ S

8 k- @( C+ {1 H; m. O, l9 c. QWhat's new in v4.2.1.1:
* W) X7 ^3 Q  ?: f( U0 F0 _- Fixed CharacterMaker physics spreadsheet selection and updates
1 i9 h# r* J0 z. @v4.2.12 v0 m) J4 k9 _/ G3 `( }
Important Notice
# n0 s  S1 i3 M9 w) P; ]) fFrom this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX)
8 D6 W$ z# }$ E' E! {New Features# z/ ^& v- |) U6 @  Q
- Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation; r1 w* b, m* o" Z- _
- Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
& O+ j, |/ W% Y$ J# o8 m/ Y" N% T' k- Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)
+ S3 h, g  v1 d& H5 @* S$ [' a- Collision Triggers now have a collider / collided property3 i, q! w) T' i% |" d* G
- Containers can be expanded / collapsed in the Behavior Editor6 F6 g& A* u& S6 r7 j4 m, X
- New Channel / Expression Trigger
$ H# b$ y7 d6 ]( c4 J6 w6 F% |. _Improvements! p* G5 |; a: J6 w  L
- Crowd Rigid Body shapes are configured automatically based on the connected object properties
2 ^2 u3 f7 n9 g! k- ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
8 P5 e0 M: O( W6 z9 w8 H! \- Heading / Attitude / Bank offsets in the AdaptOrientation Behavior; i6 x5 c9 M, A9 v/ i1 e! m
- Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin
9 n# C3 I# r2 R7 x4 s+ i9 D9 x- VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max' J8 K: o( A$ k& h
- Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache
" J" ~7 U' v- R2 b5 Y3 l& f- Edit Physics Properties window selection now selects the corresponding bone in the viewport
% G$ P' T6 H8 }4 u7 b9 d8 ~- Unphysicalized bones are not displayed by default in the Edit Physics Properties window+ E# V+ v# C3 k; a+ Z' V
- Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker) l) O; D9 n5 J& q3 }+ F
- More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)$ S$ z& g5 ?$ J3 T
- DirectX11 compatibility tool% ?4 |& h' |( m& Y' o9 w, V0 M4 _
Bug Fixes; d$ l3 y( k! L) \
- Fixed Locomotion Channel in MotionClip nodes
6 J  f; U2 J, O2 O& j9 W+ j/ w7 P- Fixed Geometry Behavior evaluation when Time Warp is used in a scene
3 b9 S" ]) v8 `2 d  x- Fixed the Alternative Operator interface when changing condition order
5 S: V) W4 }% q6 ?: L- Fixed Alembic export with blendshape animation
( C9 z4 v6 w. g( z- Q- Fixed bad orientation of Geometry Behaviors in the Render Previz display mode2 R: D/ @6 i# i7 q+ T& E+ K
- Fixed geodesic skinning support in the Render Previz display mode
2 H( u% n' H5 @3 |- Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache1 B: t8 ]; c( [2 D5 h' t
Refactoring, y" `. d$ O6 b5 B
- Refactoring of all rendering plugins to use the glm_crowd_io API (see below)
" u9 a" U8 h, ^. c0 O- Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes" k6 i# E3 C0 {! o: I  z# a
- Fixed the save of the position of the VisualFeedback window8 w3 @, ~2 x! m; [8 }; @
- Fixed the save of the position of the MotionClipPreview window2 X4 D3 @! {& C3 Y7 Q
- NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)
: z3 v. ^! V9 e0 l- Creation of several Crowd Rigid Bodies when several objects are selected! u5 u$ m4 d4 i: ^0 p2 N6 ^  {
API* O# ^/ e  K3 X
- Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files) D% i% t: l" n% u/ y( c. `% v% z
- glmSimulationCacheTool command to query Simulation Cache attributes& j1 {/ V; B4 D
- glmCharacterFileTools has been renamed to glmCharacterFileTool
4 p1 u" ~2 K3 H; E$ v
/ H/ T1 \3 M/ x4 K+ q+ h+ q1 r/ Y+ Q( [2 S: L
What's new in v4.1.2.1:
! Z" p+ ^: R8 k4 G5 G5 DBug Fixes' G  x6 R/ v) B, u: d, ?
- Fixed an important memory leak during simulation (appeared in version 4.1.2)
$ J& Y2 Y% k: G; {' z  Y+ Z- Fixed a crash when rendering different Character Files with Arnold
1 @' K2 x! [$ i$ Y0 ~* F3 A: }6 i) O/ }& Z+ u* ]
What's new in v4.1.2:
! c/ n7 N2 d6 G7 E6 s, |) `5 d# ?! s0 RImportant Notice2 E2 E8 p1 g0 E" b1 g( D9 ^
From this release, Renderman 18 is not supported anymore6 t  T* G8 C, t8 E
New Features
* X( j2 `+ S1 {8 S" Z* r: Z- Support of Renderman Studio 20.0
$ p8 X0 [; I0 f) F0 \! R- Support of Maya dirmap mechanism1 Q2 [& u9 q' ]* h
- Render Previz display mode supports Maya Lights (ambient & directionnal); q2 g+ t4 I6 X
- New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported)' Q( n: e% s+ i& }! {: J
Improvements
/ [3 m0 u* n. q: _- Flee target mode in GoTo Behavior
7 W# x  j- `2 J3 `. W- Expressions can now also be used in the SetBone Behavior
7 q" M/ Y. f7 }7 E/ e7 n3 Z- Vector Channels now support [x/y/z] (this.position[x])& A9 W1 W- u4 U' a9 \; c' y
- Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
  @6 Y* o, S( `: I) T$ w8 C- Roll bones can now be out of the Limb bone chain in the Character Maker
5 g. Z/ V0 p" G+ P# F- Added a second curve in the Loop indicator to improve precision in the Character Maker
- a. |( F$ h% \! ?- Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)
& A# k" \7 o0 N' e, s- VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts
2 Z! n8 j5 x& o3 c! yBug Fixes: |, C% C8 t7 \. E1 \# Y4 T
- Fixed a crash when Character Files were not found in the Simulation Cache Proxy) h4 D' u& D4 n9 @; w. b+ i  H9 i  U) ?
- Fixed a crash when the Character fbx and the Golaem Character have different number of bones
! h1 [$ P) ]7 ?* Z- Fixed a crash when using a MEL expression in the Attribute Editor1 F' q: g# l2 i- [0 r( `& d
- Fix Physics Collision Entity Type trigger
" t3 k  k) [; j9 x: g  b- R- Fixed Attitude computation in the AdaptOrientation Behavior
/ Z7 e- U* V" }- L' x- Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame
! w2 U3 R- N! A" |* d( C; h- Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker
. I2 \9 U% [) ORefactoring
. w2 [2 K( @+ Q" L5 g# _- Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors
; S# d. r1 V" I) G4 e- The #noise# tag in the SetBone Behavior is replaced by Ramp Controls
6 H/ w: m$ R* T1 g- r- q- Render plugins now log an info line when rendering starts( ?8 u. n6 d" ?$ ?/ G# j
API
% @" a7 m2 i. _" A$ j- glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)
8 g1 V3 \3 ?5 O5 x- glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools$ o# V" g( h; \# r4 p/ P
- Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism
) s8 s5 G8 t0 ?4 ]
' c/ O% M3 N9 R) Q  a! a( h, IWhat's new in v4.1.1:9 T" y6 B7 c0 g" X  ]
Important Notice! S; B9 E0 U% M! @/ ?3 i, c
IMPORTANT: Notice that starting and stopping duration attributes in Motion behaviors have changed between Golaem Crowd 4.1 and 4.1.1
* X: t0 m+ u" L6 [Use MEL function golaemCrowd41To411() to update your scene from Golaem Crowd 4.1 to 4.1.1
9 ~+ s1 t# N, w3 qNew Features
2 A. a& ^0 f/ ~! t- VRay for 3dsMax proxy can now display cached Entities as bounding boxes: ^/ L! f; b$ R8 i5 [
- VRay for 3dsMax proxy allows to control rendering parameters directly in 3dsMax$ Z; `9 q6 P. `) D, d3 h/ t
- Renderman for Katana export tool in Renderman Studio Proxy- f# o  j; a  F0 P
Improvements7 O$ t! u' g! X5 R' @) x5 v3 ^
- Support of Renderman Studio 19.0 for Maya 2016
/ s' J* d! c  B. x& [- Motion, Locomotion, SyncMotion, LookAt, IK Behaviors have now starting & stopping durations controllable with PPAttributes7 ]- [3 x: [% T3 M% U; ?: [' p
- Highlight Behavior, Trigger and MotionClips selection in the Behavior Editor Outliner
. B  I7 R) x+ |9 I/ yBug Fixes
0 M; U' Y5 B# i! C8 C. I; \" |; E- Fixed a crash when painting on meshes without UVs1 u. J  x# {7 N& y; ~" v
- Fixed a crash when a particle system has a groupId but there's not GroupEntityType defined
1 c/ m2 u- b# A3 w/ u- Fixed a crash when only a part of the Entities have Squash&Stretch bones in the Animation Bones display mode3 t& }1 `& G  Y
- Fixed a crash when a Force Behavior was started on an Entity that has no Physicalize Behavior
, U& n$ }; G5 i% \9 F# S  _: e- Fixed frozen Entities when using the Physicalize Behavior7 w6 J& t+ J$ c6 ?  b- [
- Fixed inertia computation when using the Physicalize Behavior1 m8 o+ r1 G6 W: N- P0 b0 r% g3 P
- Fixed wrong display of sphere bones in Physics Shape display mode
3 X! L4 L- ?7 i. G" Q& i- Fixed an issue that allowed to connect two nodes inside the same operator
! `) `% `( s. W+ p" n  R' X& x  ]- Fixed SetBone behavior blendshape expression
' C  }7 P1 Q' X" j& l8 ^. E- Fixed Proxy transform combined with frustum culling0 y" h2 W8 [7 Q0 l( H2 F3 f
- Fixed Mental Ray frustum fov calculation1 A2 c& V) ]+ X' [
- Fixed VRay for 3dsMax Proxy random render issue
# O6 D9 U9 Y) h( M( D1 i% v- Fixed VRay for 3dsMax frustum culling: b9 n, R) y5 }4 X8 T
- Fixed vrscene export of the Simulation Exporte
2 D' e6 m6 i+ X% }- Fixed import cache format detection in the Simulation Cache Proxy' R' T9 [: J9 q+ z) I7 ^
Refactoring
0 T1 n3 o* _- U, @- Removed Partio cache format option in the Simulation Exporter
" _8 `- D( y# E. P" e- Added a license check to the commands glmExportMotion, glmExportMotionMapping, glmPaintTool, SimulationCacheEditorExport/Importor8 u; P: j% F7 T

  P/ {0 h9 d3 j  J0 B8 }" ~What's new in v4.0.5:! `& L7 L) J- \4 c% V% A
New Features. Y$ A$ M, i, @; I5 [0 M
- UVPin terrain adaptation9 o2 Y7 |1 t- v
- Simulation Time control in the CrowdManager node (supports Maya Time Wap)
6 J/ H3 m% s7 V1 L; Z7 X1 P. s) J- Simulation Export pre and post MEL/Python Callbacks. ~$ H$ Z& H2 G: y3 M3 f6 [# C
- Support of Archive Scene Maya feature (via the CrowdArchiver node)9 i! \) ?; d/ U* y
- Support of Maya 2016; V* C8 R* T) K% Z
Improvements
! v4 S/ Y. e: }* g; Z* Q- Global CrowdField control in the CrowdManager node
  Z4 y! j, J. ^- Light Linking support in the V-Ray proxy/ K4 U! I; u) q4 \: X  S+ R
- Render proxies can now be created in Maya batch
. T" r  }( c) i9 K5 v- Focus on the selected Behavior in the Behavior Editor from the Visual Feedback selector7 F: q$ {) `' Y
Bug Fixes
2 R# q$ Q2 h% q9 @- Fixed a crash when exiting Maya after having rendered with MentalRay
5 i1 v( h. f& F) m- a& f- Fixed a crash when exiting Maya after having rendered with Arnold
) `  X4 c9 L  L' a$ v- Fixed a crash when rendering with 3Delight * H: p! {/ h1 b! }% z: }3 e
- Fixed a crash when opening a scene if the working station has no graphics card
8 [6 f5 k) s( r1 J6 I- Fixed blendshapes assignment in Render Previz display mode0 W8 I" c0 \3 f" ^* c4 ~
- Fixed ground adaptation on no-spine Characters! Q" ]" n. |/ `+ v1 w
- Fixed Vector Field target refresh
/ H3 O' C& s7 Q- J/ |& @- Fixed Simulation Tool Rib export (bad syntax)
( V1 L0 \# J! R  Y5 Y3 q  n- Fixed Linux silent install not properly using Maya default install location
% X. w! v1 `5 V  M' R. R7 W- Fixed RPATH not properly set on rendering plugins/ H) K' b, C' f- F
- Fixed Physics Shapes meshes and Shader nodes not correctly deleted when deleting the Character Maker Locator
# D: A0 \; u3 ?% j9 V  y# F4 ^) T# [7 H  l- Fixed Simulation Cache Proxy losing its Character Files list
6 _$ f# x" a1 J) N
, N( N8 U4 x" M' |2 ^1 tWhat's new in v4.0.3:
. P1 C3 \7 k1 N# g3 kNew features5 x" p3 Q8 m4 {6 k% \; o# j
- RendermanStudio Render Proxy now supports Renderman 19.0
2 g2 |% Z1 H: ?0 b$ t- RendermanStudio Render Proxy now supports Subdivision Surfaces  I1 {; v8 U0 J1 v3 g4 E* D; Y8 s
- Character Files now contains Shader Groups- p' H; C+ d$ T1 e! z
- Blendshapes values can be set from the SetBone Behavior7 ]! H  z9 d) @! L
- Blendshapes values can be read from the Attribute Behavior (new Channel)
0 f4 a  b  y" e1 v  N$ }! HImprovements9 K6 b$ r8 P. `0 N/ J
- Constraint Behavior can now constraint position / orientation / scale of a constrained Maya object
/ {, l3 P! C9 Z+ U( w6 ]- `- VRay Render Proxy now has a Frame attribute (to offset Simulation Caches)
# f4 j; e6 {6 P- Alt key to duplicate a Behavior from the Behavior Outliner into the Workspace
% f& B3 Z8 C- Z/ k- "Save As Template" now works on single Behaviors( N( H# I2 p( \/ c, T
- Alternative Operator displays an id for each condition in the Behavior Editor) x# L0 O5 ?( v7 k* _& h, X" ]8 p
Bug fixes
: J& m2 n, F- l% S3 ]) x: y$ W- Fixed a crash at the CrowdField Start Frame when the simulation was not completely rewinded5 W7 p8 A. T! {8 `; c3 G5 ?
- Fixed a crash when resetting shaders on an Empty Mesh Asset in the Character Maker( Z* B; k# ]! l
- Fixed a crash when editing the Physics Shapes in the Character Maker
/ W$ B0 \8 |0 n* k6 j( c- Fixed a crash when deleting the Character Maker Locator node/ R. |6 K. _1 W- C" C
- Fixed a crash when using a not valid mel expression in the SetBone Behavior
9 Q4 \; H7 |8 t2 r: \; z- `- Fixed Physics Properties reordering in the Character Maker
1 @. C7 V' s3 R+ Y, `) m- Fixed multi-Population Tool Locator emit  {! i0 ]& F, N
- Fixed bad picking when using Impostors Display Mode
! k9 E: M/ V) @2 P3 i- Fixed the edition of a motion delta orientation when exporting a Motion file in the Character Maker
# V0 `9 ~7 E6 W- Fixed the Character FBX Export (non-skinned bones were not exported in the .fbx file)2 }' E1 H0 z! n1 q6 u" X; T8 Q+ ?& E
- Fixed Batch Render when motion blur was enabled
1 z: c! h0 b" u- Fixed Arnold Batch Render when a CrowdField was in the scene
5 p8 c, w) }6 n  S- Fixed Renderman Batch Render callback# S9 ?7 M; M# r, ~$ v
- Fixed "Save As Template" feature when Target Locators were connected to a Behavior
+ E, b" W+ a; y3 {) Z- Fixed "Add New Entity Type Attribute" feature in the Behavior Editor
+ l) l7 v3 U5 LRefactoring9 Q# e; [0 r) p0 L  @
- Combobox instead of tabs for Character / Motion / Motion Mapping in the Character Maker! I9 o- x8 L7 }' ]
- "Relocate FBX" context menu on Geometry Asset in the Character Maker. x/ e& P( A8 a( H
- Arnold Render Proxy now uses Shader Groups to shade the Crowd Characters$ K2 j. E5 d" }- ~; R0 X2 ^
- Alembic Export now exports Shader Groups as a User Attribute$ A. R$ o0 h4 g3 i6 x: N+ P" ?- Y
- Creating a Cache Replay Proxy switches to Cache Replay Proxy Mode( n7 m0 d4 C* G! Q2 l3 Y1 R: p
API7 v# x# e! l* `, t& N% D+ d
- New flags in glmExportMotionMapping in order to create and export automatically the .gmm file$ l3 A# ~. |0 E- m( @5 D
- glmSortParticleIds to sort particleIds of a particle system along x or z axis  s0 X) N' Q9 X' i; C
; S* _; b" G% P7 ]
Supported Rendering Engines:- T) {4 P* P& \" a5 a
- Mtoa 1.1.X & 1.2.X/Arnold Core 4.2.X, I6 y# a/ p' X1 A' w- ^* g
- V-Ray For Maya 3.0. A+ e7 @/ s3 ~' w/ G- k/ B! J+ ?
- Mental Ray For Maya (any version)
" }1 {! w- {4 X- 3Delight Studio Pro 11.0.XX* s9 b9 c5 B  P5 X2 a3 w# V0 b/ r
- Renderman Studio 19.0
# K8 O. S! x- B3 _- Katana 1.X (Arnold only)
4 R1 e" V5 c( d! ~# y; m; ~* c* Z1 B: v9 A0 c) G1 w
Also supported (but must be manually installed):
- A+ D% C9 [$ M6 B6 V- Mtoa 1.0.X/Arnold Core 4.1.X
+ P3 h+ B5 X# i- V-Ray For Maya 2.44 W$ G6 F4 M- I( q( f  D; i. u
- Renderman Studio 18.09 X, o5 O7 ^" z' z7 ^% @# \& J3 W

- x, P9 U2 D+ f! V5 M  x
/ i/ Z. S  f4 i5 f. s
! a3 S& D: p$ }Download:) n% }5 h5 M1 y' P1 ?5 U! `
Golaem Crowd v4.0.3.zip
# F% X+ K& v, t& \Golaem Crowd v4.0.5.zip
' o5 S& r: R! p7 `7 |2 c) i' S4 a" N; d5 J+ Y* y. ^8 l! I
http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2015.exe
, H- N9 d, U/ ^http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2016.5.exe
: P0 I  {3 F! {3 _http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2016.exe
3 F6 S- v& Q; I1 Jhttp://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2017.exe
7 V) c$ e1 H$ Q1 D* |, {http://golaem.com/packages/Golaem5/Linux/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2015.run* u, k+ `" }' u' q# t7 u2 O
http://golaem.com/packages/Golaem5/Linux/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2016.5.run
% T* \; `/ n1 b; k, f# xhttp://golaem.com/packages/Golaem5/Linux/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2016.run
/ v6 _0 m' [7 w$ j+ ghttp://golaem.com/packages/Golaem5/Linux/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2017.run
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