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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  ?% a0 e2 e  z; }: }& e, B% V. B, y
Program Type: Artist-Driven Crowd Simulation
! H# e( T: Y+ A) e6 t( D$ A, V# cDeveloper: Golaem S.A.
' Q/ x2 r! T9 B0 o/ P1 U/ R/ X( HHomepage: _http://golaem.com/content/products/golaem-crowd/overview
7 Y$ z. _& |% MRelease Date: 19.11.2016
# W8 D6 @! g3 `  c; `Interface Language: English
& x# b9 l1 l8 Z  u, U6 qPlatform: Autodesk Maya 2015/2016/2016.5/2017, 64-bit ONLY4 X; ~" K/ D* n2 `. r
File Size: 21.13Mb / 21.12Mb / 21.13Mb / 20.89Mb/ f: J! A6 \9 D9 @

7 p3 x; u8 y( S; j) g) P7 {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./ g  ]& r' h0 ^
  K" R3 u; v7 @4 C! T
• Create Convincing Shots in a Few Days2 [4 |5 i( l( c" k! J! Z+ v* Y
- 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.
; P% R' j& v$ W* O# u- Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions.
+ _! I  S, K6 z7 L! q* Q. Y- Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.
) I, L6 \7 H7 E% Q# V6 E0 p4 W6 T; x# _+ f' }. m3 ^5 {* q
• Intuitive & Powerful Toolset5 V9 K7 z) H3 z. o5 o+ a7 @
- Placement Tools. Take advantage of the various placement modes and automatic obstacles detection." J/ l% d" c3 n$ C  h+ A! r+ |
- Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.4 a: i# `' _4 P( f, f/ a$ P4 L
- Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground...4 D( a( ]( u% k/ d' Q
- 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.5 m4 }& y6 p4 g" b5 Y; B; R# y. D
- Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.
8 r  |. _- j( k. B, }  X% C2 J- Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.
* H( f/ m* V1 B; {' m& D- Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins.& [0 R' Q! w: S/ v
- 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.
& R$ D5 b/ g3 W" }. L
& ?2 H- H5 G( ]* jWhat's new in v5.3.2.1:, e+ w5 X7 s$ t( p. m/ m6 q- F
Important Notice8 m+ Y1 V' O! m3 y+ q
From this release, Evaluation licenses have been replaced by Personal Learning Edition licenses.' d+ U5 m" E1 P
Personal Learning Edition licenses are not time limited anymore but all files generated will be "waterwarked" at rendering time.
. s: J% f, p; h$ HMore info on http://ple.golaem.com >>" h6 K. {7 c) l/ J
New Features
; _& a3 W1 W+ [- `3 {2 J- Shading diversity in the Redshift render plugin
+ R8 P' H6 P# S+ c4 pImprovements) E6 h. z; R/ i' Z. L: m# t# h0 G2 }
- Values of Time Offset / Time Warp layers can now be set or added
8 N& R+ z& W, s2 f- Improved Bind Pose Detection Mode in the Character Maker (now uses skin clusters information)
3 g- u# q( {; v- e- Improved performances when using multiple Simulation Cache Proxies in a scene9 c- j! \( M0 u  N. P" a
- Added support of instances in the Redshift render plugin
: b! U" w, c, L( o- Added support of Vector Shader Attributes exports in the Alembic Baker
. a1 \! O9 N  l, H- Added selection information in the Simulation Cache Layout Tool8 ~6 I- f9 b9 I1 j
- Added default material support in 3delight and Renderman render plugins
5 K! x6 v1 n; V6 f$ H- Added Up axis check in the Maya Scene Settings Checker# c7 G- L! O- p! ?: M3 w
- Support of scaling in the Character Geometry GCG file
4 F: r: V9 ?6 W: R2 ~5 z% g- Support of Blendshape / Blind Data animations in glmExportMotion1 K$ X3 M5 N! k$ R& @
- Added evaluation mode in the Ramp Node
  M$ h2 V' b) Q: S. u7 M$ z& @5 iBug Fixes, T6 W* W* W) n3 H
- Fixed node transform not taken into account by instanced geometries at render time
& k8 Y2 I* \5 Z; a- N- Fixed simulation display frustum culling when using huge values for the far clipping plane
; J8 n0 l! x2 W+ c- Fixed creation of Stop Triggers when duplicating behaviors7 H2 d1 J7 ^+ Z0 G* ]
- Fixed mapping of Motion Clips when duplicating Motion, SyncMotion and Locomotion behaviors
- t3 S& n; k1 R" Z6 f- Fixed mirror animation in specific situations5 B3 h; z4 X! b% l! A+ n
- Fixed a crash when rendering more than 8 Crowd Render Proxies2 Q( |2 J2 H; `' p' Y8 }
- Fixed a crash after picking an entity with a start frame different than the simulation start frame
. n* q! J5 \7 Z7 J- Fixed a crash when exporting an empty mesh as Character Geometry GCG file: {3 a9 @% o  o8 b1 {! c- Y
- Fixed a crash when refreshing Simulation Cache Proxy when in Simulation Mode
8 b$ r0 x: P: ~- O5 R, r3 {# W- Fixed a crash when using ragdoll with zero-mass or zero-density: x# S4 ]- b$ u
- Fixed a crash when a ApexCloth behavior is started
; Z; d9 p) T8 z% `- B+ n6 v- Fixed a crash with uninitialized entities in VP2
) b- L  i2 T0 U- Fixed a crash hen rendering a mesh without a shading group in the Redshift render plugin
( [' o" N* Q" T4 N, b4 v2 L" j9 b6 x- Fixed normals when using Render Previz on some Character Geometry GCG file# O' v1 ~, k) v, [4 o$ n
- Fixed multi material handling in the Character Geometry GCG file
4 G0 V, J5 i$ }2 F/ E6 A# N- Fixed ground adaptation when the entire motion had footprints
5 A3 s' n5 p  ]& I4 r- Fixed ground adaptation when blending with non ground-adapted animations
) u  b+ E1 s$ J5 O5 s- Fixed material export when baking a simulation as FBX
" \* k, `7 }9 t0 P, Q/ q* Z. w- Fixed namespaces creation when baking a simulation as FBX; R, l, i  ^. K: A
- Fixed display of Box Crowd Rigid Bodies with VP2. i) I! _9 x4 _. E
- Fixed parameters not correctly taken into account when having multiple Flock Behaviors" W; `& r0 q+ d! j( |! y$ d
- Fixed Sync Mode based on Body Mask in the Motion Behavior
! y0 v2 f1 k& A* F- Fixed non reproducible simulations when using more than one particle system! v; i6 c) D1 J
- Fixed disconnected roadmaps in the NavMesh Creator) `: T! L( Z! d) X( t; s
- Fixed no Cache Replay display on CentOS7, [$ J/ ?$ n1 I' P. K. M
Refactoring
9 u, X- z4 M4 a- Replaced User Properties with Arbitrary Geometry Parameters in the Alembic Baker
+ F0 ~8 p  y# m- Bake Simulation Cache Layout as a Simulation Cache has been moved to the Simulation Exporter Tool (Baker tab), Q" E/ L6 `/ B
- Decreased limit for warning message when computing a NavMesh for a huge environment
% M& G4 x8 E7 b5 O: @- Target reachability is checked even when there are multiple zones in a NavMesh1 D( r1 @% F7 p1 h6 k. q* E0 h
- Removed Layout operations on a CrowdManager Node (Kill, Set Mesh Assets)# O- i8 B( m' u% P
- Render Previz geometries get refreshed when shaders are imported/ f4 D3 V, O+ b) i( N5 ~' |  S
- NavMesh Creator now ignores hidden geometry8 E) C- Q' ]' v% W: U
API6 o( j2 ~4 |3 t% q, l
- Added a -personal flag to the glmCheckLicense command
2 d  l% i1 e0 {, l8 k  y( J- Added a -savedWithPLE flag to the glmCheckLicense command2 ]2 J$ L) S3 G, a3 _  b
- Added a sortedBones attribute flag to the glmCharacterFileTool command0 N' W  X% W0 b, K- k" r
- Added a entityKilled attribute flag to the glmSimulationCacheTool command% d& \9 |9 w, K; F) p. g  S
- Added a boolean return value to the glmConvertFbxToGcg command
9 s9 K, G" g* y5 L
7 B/ o' n, w( ~: O% ?. N; UFor What's new in v5.3.0.2:
" w1 H7 A7 l0 f" U( d; eBug Fixes8 w4 R4 `) X& l9 o+ _7 a$ S" ~* k
the Fixed file browser for the UI Maya 2017
9 C* A% X8 F7 l6 Z3 {* L9 Q
) G7 z" L+ q6 I" r/ u) E, }What's new in v5.2.0.1:
1 w! H* \8 o8 iBug Fixes$ w) R) Y1 Q% Z3 s$ R& O
- Fixed a crash when displaying the simulation cache in Viewport 2.0! |) l  }0 J% b

, @5 m; d% n$ {  ZWhat's new in v4.2.2:
+ h, f! W3 S, [* J0 Y: h% C1 m7 j6 ]New Features0 E) }- q* f8 f- y& l
- Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)2 x/ H, S7 o2 P# }! W# j
- UVPin Behavior to remap simulations on a specific UV Space/ `9 M! l' c8 U- M" B% L1 k
- Support of Maya File Path Editor to relocate files
5 M1 _- t9 m' a" e4 F6 {3 G- New direction channels (boneDirection, paintedDirection)
7 K: U# V5 N. d5 q- Master Entity Channel2 W% L. x$ b: n! I2 l( {9 s
- Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator& p% ^+ v$ J$ R) g
Improvements
- Y: A/ \  E% G- Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker
/ `! A. w5 u0 |, q4 T# {" i: L- Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker
  P( Z/ Z' ^: E: Q% `+ G& }% G- New Reset Angular Limits button in the Character Maker
+ T5 t7 [5 V7 A+ ~) S3 W8 A- Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker% \# B: x9 F! I' y6 D. P1 j# M
- Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior9 R( {" y0 @2 T. v
- Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior3 w" V4 V5 v! U4 n6 s
- Added Separation, Alignment and Cohesion Weights in the Flock Behavior3 n( `) I2 f  a! t. c
- Added a maximum up angle attribute in the Flock Behavior8 J5 _  U5 m$ W' C" w
- 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); Y& f1 s' g5 I* V
- Crowd Rigid bodies are renamed accordingly to their associated mesh transform1 a+ V7 Z# K6 W2 T/ ~( k: U2 D5 |
Bug Fixes/ \" [1 M9 u! S# S
- Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields2 q# G- v5 h9 ~+ b
- Fixed a crash when loading two skeleton consecutively in the Character Maker
$ R( ?+ W# H8 r) w$ L( r5 W7 Y9 S0 U- Fixed a crash when unmapping Maya geometry from the Terrain Locator! W! |! J" g6 e+ D) w8 T3 _
- Fixed a crash when Expression Trigger was active and empty8 a& h: {3 }8 b3 X, b
- Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene) \. n3 G4 o& E0 o7 R' Y& b
- Fixed wrong computation of collisions when using default values in Physics Collision Triggers
) s/ k. y. I3 H7 |: A9 S- Fixed camera update when playblasting crowd simulations with VP2.0
8 _5 q) ?' E5 y8 V& R" H, ?- Fixed 3Delight Render Proxy creation with Maya 2016
7 b* b# k0 a5 _# i$ Y2 l- Fixed update when using multiple splines with a painted surface8 |  x+ E( }' q
- Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone
/ H0 s" B* ?' Z5 q  U0 m- Fixed creation of a Crowd Rigid Body without a selected transform object
! _& A2 ?2 [  T) Z" @' Q+ Y5 I- Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms
8 X  ~! `$ {6 L$ @0 J- Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode
  f  X6 Z5 ^2 C4 {2 |/ v- J5 q2 hRefactoring, K, ^' b. T+ M. J
- Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute1 z+ w: A' C3 P0 ~/ ~3 `
- Default values of Physics Collision Triggers have been changed
: H7 I3 U% t7 X, R; ]
: o5 ]+ k! P% h  P" q5 H. n' g& ^What's new in v4.2.1.1:
3 F5 N( T( H. a" y0 \7 ?- Fixed CharacterMaker physics spreadsheet selection and updates
& o# u# O3 Q& B* Cv4.2.15 X8 _! K3 h+ _! U, r4 H# j
Important Notice
+ o7 y5 a1 z8 T) s' Z7 [3 B9 d* ?2 {From this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX)
$ [  R, d/ Y/ d* bNew Features
. y5 K# j' k) p- Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation5 v' g1 P. s+ N; F! m' t0 {
- Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
% D: `. u6 v: m" P. ^$ r/ M2 K% w- Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)0 D! \- R* X3 {; _
- Collision Triggers now have a collider / collided property
6 T% R# h1 I7 m1 H* {- Containers can be expanded / collapsed in the Behavior Editor
. h# ]" O1 A4 a% @2 K: S: t, A- New Channel / Expression Trigger6 @+ X. v: Z9 ?+ G2 u0 x# d
Improvements+ c  f1 k! a" c2 G
- Crowd Rigid Body shapes are configured automatically based on the connected object properties3 Q# P6 s: J8 l4 P2 g! {9 @
- ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
. C$ u( s1 H  f# l7 j" K: I! M- Heading / Attitude / Bank offsets in the AdaptOrientation Behavior2 z" w5 u) o% q" s  F' E5 c
- Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin7 ~7 F2 R" c$ ^! O; x
- VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max
# O( [' D$ p7 Q- Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache2 w8 z+ u. E$ l6 L7 [
- Edit Physics Properties window selection now selects the corresponding bone in the viewport- A" d6 c- |5 P' g6 F8 S3 @
- Unphysicalized bones are not displayed by default in the Edit Physics Properties window4 K) D7 D1 O" D+ r5 w( k2 ?
- Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker
& N; d% ]& N' y1 Y* R- More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)" E( C/ `; u3 F* B' a4 e& n$ i
- DirectX11 compatibility tool7 O6 E, Q; D# Q
Bug Fixes
" t1 ?; l* K7 J; n# |3 A6 n- Fixed Locomotion Channel in MotionClip nodes$ q+ O5 M( k5 y3 F
- Fixed Geometry Behavior evaluation when Time Warp is used in a scene1 g, H$ _8 N9 q: \3 U( ]' [+ y8 k5 C
- Fixed the Alternative Operator interface when changing condition order& u' T# }6 D$ v: K+ M) a
- Fixed Alembic export with blendshape animation
  E6 P  F! @: o0 E7 ]' M5 C9 B- Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
  U- K; X5 J5 j% h* b. }0 D3 {1 o- Fixed geodesic skinning support in the Render Previz display mode1 P# q9 m9 ~7 V$ o
- Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache
0 O5 s4 R& @. B0 C; A- p% @$ HRefactoring) p. w$ g' [1 K- B! X& Z
- Refactoring of all rendering plugins to use the glm_crowd_io API (see below)
- ?( l2 ]% @; e3 L* V! v1 U5 A- Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes4 i* x. b* R* q, ?( m+ r2 M! b0 ]
- Fixed the save of the position of the VisualFeedback window. u4 X: L7 k9 B3 A
- Fixed the save of the position of the MotionClipPreview window( \( z; m9 p6 X- l
- NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)
. I% T5 h, @+ q- Creation of several Crowd Rigid Bodies when several objects are selected
+ x9 M! ^( V- Y1 k4 R* i3 ^API
; c7 c2 G% K( C* l7 M* i2 b9 D: }- Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files
: {, |* z! t) L5 \2 h  v3 r- glmSimulationCacheTool command to query Simulation Cache attributes
0 H! |. a" n# m! o3 d- glmCharacterFileTools has been renamed to glmCharacterFileTool: Q4 o& Q& Z% I

" l+ C7 {  l8 g! O& @" s( b! X  c. _) z- a
What's new in v4.1.2.1:: q9 y2 W, H9 T7 z9 Z- A/ G
Bug Fixes
2 L: c5 V: F/ ^# M- Fixed an important memory leak during simulation (appeared in version 4.1.2)
# ~: X, I% ^9 l8 S. r+ [6 R- Fixed a crash when rendering different Character Files with Arnold* X  |  F" x7 L; A
$ y( _  s4 T3 L9 c4 x
What's new in v4.1.2:
0 m' u  d( i% {- Z) AImportant Notice" T% _4 i/ Q3 c
From this release, Renderman 18 is not supported anymore
# n4 G6 |4 l0 b& UNew Features, ~8 S7 i# C8 R& }; |; k8 G/ ~
- Support of Renderman Studio 20.0) b7 L4 c# x  }4 j3 _
- Support of Maya dirmap mechanism5 _6 i" j! _% g, j- B; v
- Render Previz display mode supports Maya Lights (ambient & directionnal)
/ a& n+ D6 O8 C8 `; R6 j9 f( h- New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported)
6 _4 ~* t. [& z  Y, r; @8 g  CImprovements% k. W1 n2 S* s; ]
- Flee target mode in GoTo Behavior$ ~8 g# [7 y( @5 i! k
- Expressions can now also be used in the SetBone Behavior4 {8 i( u' k9 D/ I/ N
- Vector Channels now support [x/y/z] (this.position[x])  o& x: W# B9 T9 v) t- [. L: X- w' U
- Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
1 f; I$ r# t* x/ o4 g; i- Roll bones can now be out of the Limb bone chain in the Character Maker0 Q  z) q& T$ |9 t* p+ P
- Added a second curve in the Loop indicator to improve precision in the Character Maker
5 k; ]/ t" Z4 v1 r" @- Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)
3 I8 V  e  `) \. [2 ]% P. z- VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts
+ {4 e" j; W! D/ {) bBug Fixes
& X& K  G7 N0 i, ]" S. C* P* g- Fixed a crash when Character Files were not found in the Simulation Cache Proxy
# G$ H$ \' R$ g- Fixed a crash when the Character fbx and the Golaem Character have different number of bones
$ @0 |' j6 K; s, `- x; }- Fixed a crash when using a MEL expression in the Attribute Editor; J# x' A$ M/ c9 r" t, Q  `* a
- Fix Physics Collision Entity Type trigger! ^8 d3 p8 W) i; G
- Fixed Attitude computation in the AdaptOrientation Behavior
4 q; L9 h" ^1 e$ f- Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame6 v$ w  L: O% O
- Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker
6 P2 |+ a, \$ S' {0 s5 }Refactoring
6 f7 i$ i( u3 n- Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors
! D# A* |! j. ^4 p8 j- m- o- The #noise# tag in the SetBone Behavior is replaced by Ramp Controls5 Z2 I8 W* l0 x2 Z9 g. k$ G; ?
- Render plugins now log an info line when rendering starts7 m- j8 _, c: e+ o/ ?# n1 i
API
5 H6 k  @9 Q' y! _( L  Z- glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)* K2 u: n* l+ x8 b! x6 H. [' b
- glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools4 c+ G& P4 L) q. O5 a+ w+ b3 {, T
- Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism
) Y/ ^( X0 N+ R: P# x4 N) v
; }, a3 o* Q3 v* rWhat's new in v4.1.1:
1 U8 w+ R, u% |7 ^% k5 \7 n/ K% j# VImportant Notice
. i. B( s' v1 X9 nIMPORTANT: Notice that starting and stopping duration attributes in Motion behaviors have changed between Golaem Crowd 4.1 and 4.1.1* g" B# Z5 x* y8 V
Use MEL function golaemCrowd41To411() to update your scene from Golaem Crowd 4.1 to 4.1.1
# s7 Z  A' I. d: Y. z. YNew Features
" U: V! `/ h. o% x$ ]- VRay for 3dsMax proxy can now display cached Entities as bounding boxes
; x' |; J) C( ]8 f- VRay for 3dsMax proxy allows to control rendering parameters directly in 3dsMax; [. X/ N) \: c) F
- Renderman for Katana export tool in Renderman Studio Proxy" R& a0 o$ H, [' [
Improvements
8 k" ^+ \9 q: n7 I- Support of Renderman Studio 19.0 for Maya 2016) y4 @/ E, }# M& J0 |! @
- Motion, Locomotion, SyncMotion, LookAt, IK Behaviors have now starting & stopping durations controllable with PPAttributes
: U' j' ~5 K" I  Q, W1 }- Highlight Behavior, Trigger and MotionClips selection in the Behavior Editor Outliner
3 a  S5 w- q# Y* QBug Fixes
) d% A) K6 N3 b. m2 [- Fixed a crash when painting on meshes without UVs
" Q1 i  \% [/ i) i7 Y  Q- Fixed a crash when a particle system has a groupId but there's not GroupEntityType defined9 C3 h# h- c# l1 i: @; M7 s/ j- n$ n9 B
- Fixed a crash when only a part of the Entities have Squash&Stretch bones in the Animation Bones display mode* Q' ^; x7 f$ ^. e) }1 F
- Fixed a crash when a Force Behavior was started on an Entity that has no Physicalize Behavior
% F$ M" ^. M0 d8 J  T* a( I- Fixed frozen Entities when using the Physicalize Behavior
1 l8 ^! [1 y1 `6 R- Fixed inertia computation when using the Physicalize Behavior
) U# A; f5 a# e; D5 m- Fixed wrong display of sphere bones in Physics Shape display mode
: i) @5 }' ?( \# \. w& j- Fixed an issue that allowed to connect two nodes inside the same operator
7 G  @3 f) ~* Q. d- Fixed SetBone behavior blendshape expression" E1 W* s& `: c
- Fixed Proxy transform combined with frustum culling# T+ y. F  @' s5 G
- Fixed Mental Ray frustum fov calculation& U9 U# E% N' |0 m: O
- Fixed VRay for 3dsMax Proxy random render issue
) }. v( i, q' b- d- Fixed VRay for 3dsMax frustum culling1 K& A3 `% V5 L
- Fixed vrscene export of the Simulation Exporte" ^# u+ X/ s" u. m8 U" t- Q
- Fixed import cache format detection in the Simulation Cache Proxy4 [( U8 V& a5 p  e' x3 O# U1 v# Z
Refactoring" s/ o0 N7 L+ ^" b2 G+ M
- Removed Partio cache format option in the Simulation Exporter9 d, E" n+ I/ _& X, c
- Added a license check to the commands glmExportMotion, glmExportMotionMapping, glmPaintTool, SimulationCacheEditorExport/Importor
0 ?6 b/ g0 M7 g0 R+ x' @
# T7 K) q+ X  m/ p0 dWhat's new in v4.0.5:
. r3 w, ]1 f5 Z" zNew Features
) o- p1 X0 q% q/ |4 @- UVPin terrain adaptation+ _' O6 [$ M8 [4 ~( T$ A2 x3 p
- Simulation Time control in the CrowdManager node (supports Maya Time Wap)
) C" P8 h1 w" L& r! [  T- Simulation Export pre and post MEL/Python Callbacks
/ X5 s6 m0 k5 a/ q, ^- Support of Archive Scene Maya feature (via the CrowdArchiver node)/ O1 D. f/ A* c6 O8 G3 R, z- T
- Support of Maya 2016. S/ S6 `: X+ _$ }
Improvements
2 {3 Q2 x- P, K, a/ d2 @% Q6 x  D; K" @- Global CrowdField control in the CrowdManager node% A) q! i7 o% q: L( v, l
- Light Linking support in the V-Ray proxy
- ?" i1 ~; J  t+ `- Render proxies can now be created in Maya batch
, z. C/ D+ d$ `( T5 |  V3 U- Focus on the selected Behavior in the Behavior Editor from the Visual Feedback selector
# s2 R6 ^+ k( z6 z, Z% h/ oBug Fixes
+ {* Z) F2 y3 }1 B" z% p! E7 v- Fixed a crash when exiting Maya after having rendered with MentalRay& m; ?8 \2 K& a& w1 L6 [! R" F
- Fixed a crash when exiting Maya after having rendered with Arnold6 [6 p& r% F9 ~, y( a: |
- Fixed a crash when rendering with 3Delight 9 r1 j2 O( A, n( R' |
- Fixed a crash when opening a scene if the working station has no graphics card" @6 B# u/ a4 J2 y  g* s$ H/ t
- Fixed blendshapes assignment in Render Previz display mode, A' I$ u$ b/ a2 v7 ?+ i$ E
- Fixed ground adaptation on no-spine Characters
! K* L( G5 n/ p- k" E# ?# ]- Fixed Vector Field target refresh' n9 v3 }. g7 d# V" t3 r
- Fixed Simulation Tool Rib export (bad syntax)
: Z, i+ f' P7 G6 w$ R- Fixed Linux silent install not properly using Maya default install location
; g; t' C: M# q+ G+ ^8 V, a- Fixed RPATH not properly set on rendering plugins
# [; K1 C6 O4 C/ ?- Fixed Physics Shapes meshes and Shader nodes not correctly deleted when deleting the Character Maker Locator7 o4 L( c2 k' R5 I6 a% i
- Fixed Simulation Cache Proxy losing its Character Files list
/ i* o( P, A# a: [6 I. |: _9 J1 Y  j) ]) n! ^, S1 I
What's new in v4.0.3:5 Z! e, \% g# M+ r# {- x5 X
New features
8 L+ x: O, m2 `) o& b$ M, v- RendermanStudio Render Proxy now supports Renderman 19.0
. W+ `! ?+ _* D& c5 A5 \! j: X- RendermanStudio Render Proxy now supports Subdivision Surfaces$ W4 k" h" W* ~) l! t
- Character Files now contains Shader Groups" X3 F: w$ D/ S, g; G7 B( C: q& b
- Blendshapes values can be set from the SetBone Behavior
: X6 L6 ]/ g4 w, q7 s, c- Blendshapes values can be read from the Attribute Behavior (new Channel)
& n9 Y4 O0 L) z. z$ \& XImprovements- B# i- v* H& n% Z: u' f+ d+ }
- Constraint Behavior can now constraint position / orientation / scale of a constrained Maya object3 i# q2 v$ g/ U7 i4 q" e8 v. e
- VRay Render Proxy now has a Frame attribute (to offset Simulation Caches)" Q/ l6 k% k& N* J
- Alt key to duplicate a Behavior from the Behavior Outliner into the Workspace
" ?2 u0 G/ f8 y4 Q1 J5 U! O- "Save As Template" now works on single Behaviors
7 i6 r5 ?* s: S( v" t* R5 a- Alternative Operator displays an id for each condition in the Behavior Editor
9 o$ Z' Q2 C1 L" ABug fixes
. t! _) f" ~: s3 n1 r- Fixed a crash at the CrowdField Start Frame when the simulation was not completely rewinded9 p* r7 c* b5 y, e! ?, ?- D
- Fixed a crash when resetting shaders on an Empty Mesh Asset in the Character Maker
$ j' m; s$ M2 O; u- Fixed a crash when editing the Physics Shapes in the Character Maker
) Z# u5 l( ]) {8 B8 T- Fixed a crash when deleting the Character Maker Locator node" S+ D) a- b* ?6 ^
- Fixed a crash when using a not valid mel expression in the SetBone Behavior
( o+ v' e3 B: ?. K) s% ~; \- Fixed Physics Properties reordering in the Character Maker
% ?' w9 j- Q) ?! q" H- Fixed multi-Population Tool Locator emit
7 u" d. j  Z& k( t! Q- Fixed bad picking when using Impostors Display Mode9 `# b" i6 X2 Y/ P5 i
- Fixed the edition of a motion delta orientation when exporting a Motion file in the Character Maker4 ]  G& Q: g5 d* b. ?
- Fixed the Character FBX Export (non-skinned bones were not exported in the .fbx file)
$ e, j! U- H4 m. C6 f0 e- Fixed Batch Render when motion blur was enabled
# |4 i$ N  Z5 H- Fixed Arnold Batch Render when a CrowdField was in the scene( T% [2 ]$ U# ?$ b
- Fixed Renderman Batch Render callback& O* P6 x" m7 E2 C7 P& C
- Fixed "Save As Template" feature when Target Locators were connected to a Behavior- t! Z; v! x* R! R& e' }- V+ h
- Fixed "Add New Entity Type Attribute" feature in the Behavior Editor' l7 R- f% Z" [$ b0 S
Refactoring
; }1 c9 l0 \: P- W  W6 T- Combobox instead of tabs for Character / Motion / Motion Mapping in the Character Maker
0 d; o& f5 K- m5 K: _; k+ m- "Relocate FBX" context menu on Geometry Asset in the Character Maker
! c! u2 V" S* ^$ \4 u: K- Arnold Render Proxy now uses Shader Groups to shade the Crowd Characters+ n' @% i. h: T  l' j& @
- Alembic Export now exports Shader Groups as a User Attribute
' w( ]* m* d) ]6 F- Creating a Cache Replay Proxy switches to Cache Replay Proxy Mode6 a$ N; F; J6 E/ S
API
+ D. w: `7 K' z- I* ^8 A- New flags in glmExportMotionMapping in order to create and export automatically the .gmm file
' T( z# r' H8 t- n# x) O- glmSortParticleIds to sort particleIds of a particle system along x or z axis  \( Z, r' o0 X, u. N( Q
% W( |) `# U2 p
Supported Rendering Engines:0 k8 t7 |5 T3 K& y, y1 s
- Mtoa 1.1.X & 1.2.X/Arnold Core 4.2.X6 A1 x( H# c5 h( I! v: m
- V-Ray For Maya 3.0
6 h, v7 z( u* T7 v- Mental Ray For Maya (any version)
4 m) s4 W) J# f& a, L) I4 c3 d- 3Delight Studio Pro 11.0.XX
5 i, c. M' E: N7 F- Renderman Studio 19.0
$ t- ^, Z* F( P& @- Katana 1.X (Arnold only)6 Q% n* _( |; S9 {6 s
; _: ?  {5 N0 h- C. P
Also supported (but must be manually installed):( D% N4 R! ^5 T: b5 R3 ]
- Mtoa 1.0.X/Arnold Core 4.1.X 7 b% f$ }4 c+ z
- V-Ray For Maya 2.4
  S; l0 h9 W- m) K- Renderman Studio 18.09 s5 _+ {6 ]8 e+ u4 g

' w2 r  d) ?  Y( V( b
; p( U+ ^! w% c8 \8 ~; O1 L9 f% V# O5 V4 q- e2 H! ?
Download:% n; ~& o5 K$ n
Golaem Crowd v4.0.3.zip8 A7 |2 R6 v! N. V/ M
Golaem Crowd v4.0.5.zip
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