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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
' _9 v: M) Q$ Y4 QProgram Type: Artist-Driven Crowd Simulation
' {; R1 b3 j2 T; f7 cDeveloper: Golaem S.A.) p) d) ]4 D: Z. ]2 f! V0 X
Homepage: _http://golaem.com/content/products/golaem-crowd/overview8 I( N9 Y  A) q9 q# O' f* B# e6 ^
Release Date: 19.11.2016. ^& l8 j- i1 D& `+ c7 g! z; C
Interface Language: English# P4 F5 |. B) z
Platform: Autodesk Maya 2015/2016/2016.5/2017, 64-bit ONLY
( J3 L( |6 W; \7 T/ x* \0 EFile Size: 21.13Mb / 21.12Mb / 21.13Mb / 20.89Mb+ `' g8 v" N# h  Y/ S: d5 @0 r! j. B! q
9 D$ F4 U! e1 A% u# o
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.
/ I- e) s1 }; q" a- ~0 w4 [4 _# E5 _
• Create Convincing Shots in a Few Days) i* Y& J( D: N, ?5 K
- 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.
5 m- }) i6 k, e% j+ c- Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions.8 h8 l  e* D- P3 u" i, h! g
- Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.  e7 \4 R% {% j9 ~* F: c* t
# ?& c# J4 C( W
• Intuitive & Powerful Toolset
1 x/ }- d9 w. Z$ H' [8 f$ i3 V- Placement Tools. Take advantage of the various placement modes and automatic obstacles detection.
7 E; X. \0 v4 T) k- Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.
6 B* e7 S. u: w- Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground...
; }& Q& K) M# M6 h- 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.
* R9 L; _- M# O( \* i; B- Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.+ p; G; S: ~( S: u( \
- Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.( \' |: c: q9 b7 }1 f- a
- Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins./ j7 ]; E# y1 Y' A
- 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.6 l6 _, X1 o# l: ~

  ]  \, C2 t# M; r/ i$ H4 R. z# K' X$ NWhat's new in v5.3.2.1:6 n! C- J" U* k, Y/ o
Important Notice
' _& K( Y4 b* e( O9 d' ]From this release, Evaluation licenses have been replaced by Personal Learning Edition licenses.
" a# Y  f# }9 S+ R) @! ~- P0 JPersonal Learning Edition licenses are not time limited anymore but all files generated will be "waterwarked" at rendering time.
! O. d8 Y. T% iMore info on http://ple.golaem.com >>
' V% g5 a$ E. ONew Features6 E$ }/ u' J1 L# _2 n" p2 C
- Shading diversity in the Redshift render plugin
4 n! ^+ O* `% e2 G3 P/ Q, k5 r6 JImprovements
+ D5 T8 w5 e3 E+ y+ m' T- Values of Time Offset / Time Warp layers can now be set or added
4 n+ e3 i, \2 }* f/ h" g9 l- Improved Bind Pose Detection Mode in the Character Maker (now uses skin clusters information)
! R3 w# m$ w6 M8 D) L' v- Improved performances when using multiple Simulation Cache Proxies in a scene
- \- V* s, J- {+ K2 J) ^; J- Added support of instances in the Redshift render plugin
; V* Q  f% M/ ?, b# K' K- Added support of Vector Shader Attributes exports in the Alembic Baker( {, z5 M+ T* x6 |. ]
- Added selection information in the Simulation Cache Layout Tool
$ A0 N9 m% O  J2 B, c3 h& y- Added default material support in 3delight and Renderman render plugins
( A( L/ r5 c, q+ ^! n8 V- Added Up axis check in the Maya Scene Settings Checker
5 N( w5 w4 ~) V  h5 N7 o( k- d7 @6 _! z- Support of scaling in the Character Geometry GCG file
* F2 l# e+ i+ j4 I2 {& Z: q5 B- Support of Blendshape / Blind Data animations in glmExportMotion
" r) R5 L$ p- ]& R4 |) Q3 O* Z- Added evaluation mode in the Ramp Node
/ |; c3 V( @5 n3 t# A# h6 BBug Fixes, \3 R- q, r- _/ J( c4 h
- Fixed node transform not taken into account by instanced geometries at render time
# ~0 e3 v: J6 f! m9 b/ i: F9 j2 @- Fixed simulation display frustum culling when using huge values for the far clipping plane
* X: F/ J4 C  q7 C1 }, Q, O% G- Fixed creation of Stop Triggers when duplicating behaviors
: d4 K1 E! l, A' U1 Z2 g- Fixed mapping of Motion Clips when duplicating Motion, SyncMotion and Locomotion behaviors! k( U2 k! r% a4 @* }0 @
- Fixed mirror animation in specific situations$ t# w8 I  v" A/ r
- Fixed a crash when rendering more than 8 Crowd Render Proxies
2 K, O  G1 C7 \- P: d/ ]% o" s- Fixed a crash after picking an entity with a start frame different than the simulation start frame& L) h6 n/ v% U. \
- Fixed a crash when exporting an empty mesh as Character Geometry GCG file! Q7 t# C. w' x- u
- Fixed a crash when refreshing Simulation Cache Proxy when in Simulation Mode  [$ p/ ~$ S9 S# J1 {1 l
- Fixed a crash when using ragdoll with zero-mass or zero-density
6 ]! D, F6 Q4 G* s; H8 U- Fixed a crash when a ApexCloth behavior is started
5 `7 v  O! Q; r* p6 L1 y! @9 }- Fixed a crash with uninitialized entities in VP23 O, z# v! U; M$ W6 O; E7 ^
- Fixed a crash hen rendering a mesh without a shading group in the Redshift render plugin
$ t5 e3 ?) P1 e/ c2 n+ g. b) l- Fixed normals when using Render Previz on some Character Geometry GCG file# z0 o; X0 a) @0 Z6 |9 W
- Fixed multi material handling in the Character Geometry GCG file" b+ V$ N' `; c% q) M7 c! g
- Fixed ground adaptation when the entire motion had footprints
0 E  J  ^0 `  b5 p- Fixed ground adaptation when blending with non ground-adapted animations
# T# n8 X& n# G, y0 Y- Fixed material export when baking a simulation as FBX
" Z* Y1 i9 k) O& h, v- Fixed namespaces creation when baking a simulation as FBX- ]  ]/ C; Q, F% X6 |! S
- Fixed display of Box Crowd Rigid Bodies with VP24 F( g9 x% A7 c- A
- Fixed parameters not correctly taken into account when having multiple Flock Behaviors
/ G- K  |! g) m. Z- Fixed Sync Mode based on Body Mask in the Motion Behavior: R6 l1 q# R1 m5 Y
- Fixed non reproducible simulations when using more than one particle system
7 j, D! z& e$ t- Fixed disconnected roadmaps in the NavMesh Creator
& J# N: W7 K  u4 Z! h- Fixed no Cache Replay display on CentOS7
# E8 J* g' G" e; l3 ^, i2 kRefactoring
* X/ o6 o/ G4 x- Replaced User Properties with Arbitrary Geometry Parameters in the Alembic Baker! R3 z( l+ k! q) {3 y. a6 {7 C
- Bake Simulation Cache Layout as a Simulation Cache has been moved to the Simulation Exporter Tool (Baker tab)
! t: ~4 E- H1 Q$ X2 c- Decreased limit for warning message when computing a NavMesh for a huge environment3 {8 t/ h2 e& N; R
- Target reachability is checked even when there are multiple zones in a NavMesh- K4 ^! B) P! F$ v* n
- Removed Layout operations on a CrowdManager Node (Kill, Set Mesh Assets)( S7 [) m: e5 S- A
- Render Previz geometries get refreshed when shaders are imported
% _# Z( o6 X) c* n; r! z, u- NavMesh Creator now ignores hidden geometry! C$ Z5 m) J! d! X! {$ I# p! a
API
- U+ h& L  M  q* |- Added a -personal flag to the glmCheckLicense command9 k$ V- L% h  f" H
- Added a -savedWithPLE flag to the glmCheckLicense command  \. [& m! U( q) M
- Added a sortedBones attribute flag to the glmCharacterFileTool command
) a0 V3 A) k; p! r- Added a entityKilled attribute flag to the glmSimulationCacheTool command- m+ u& R6 L" B$ ^
- Added a boolean return value to the glmConvertFbxToGcg command
1 ~: u* U7 n9 J: _
+ r: u+ S/ Z5 f) L' @/ \5 \5 y* DFor What's new in v5.3.0.2:
& F7 M' [- V7 k; ]$ jBug Fixes
! U2 n3 @6 {4 r( Y! L/ U/ Q& Ethe Fixed file browser for the UI Maya 2017
5 `' g4 F+ r% G8 X' h8 W- V& v# O" ~/ W  f8 B
What's new in v5.2.0.1:: ^8 Q/ Q8 q- [( i6 j; H; J$ N0 @$ S2 q
Bug Fixes: ^& j8 a# Q( A% m
- Fixed a crash when displaying the simulation cache in Viewport 2.03 C& }: k9 k4 ~9 G5 X

- m& W1 R1 R3 s; g8 |4 f% iWhat's new in v4.2.2:
. H2 L" F  K) JNew Features% R7 S0 G2 y0 t: R3 ^* w
- Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)3 o: x; c+ L4 X+ Z9 s6 _
- UVPin Behavior to remap simulations on a specific UV Space
2 B% s( [7 t9 ]$ `% v- Support of Maya File Path Editor to relocate files5 a9 f2 N, y! P
- New direction channels (boneDirection, paintedDirection)
6 w( Q$ T" T; a+ q" h3 y- Master Entity Channel+ ^$ X3 B1 c: N: a8 X1 u6 H
- Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator! A  P" l! {, w8 o" ?3 D( x. W
Improvements
1 _" `9 L9 n" p3 ?: N- Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker) r- \9 n' T+ ^2 x9 Q" N3 @! r
- Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker8 X& |0 ]* ?7 A- Q# d; E4 I2 q1 [) t
- New Reset Angular Limits button in the Character Maker  W+ F2 c$ b0 ^  g. T/ _, Y
- Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker
& H6 I9 `, _1 Q0 r) v+ Z- Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior, t) e( N4 M* E3 Z7 ?$ ]
- Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior
2 w) u) n- g3 L* m- Added Separation, Alignment and Cohesion Weights in the Flock Behavior
1 r- I( x  J  ?9 _2 y9 j: s8 a, m2 N- Added a maximum up angle attribute in the Flock Behavior
. z; e+ [  |8 Z; ^8 {: }' L- 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)9 e! K" a( a' t  n5 b% I( E2 T9 O. x
- Crowd Rigid bodies are renamed accordingly to their associated mesh transform( C, |1 x- q- }+ Y! N! U0 S1 T
Bug Fixes2 \' e! R+ h. X% g& s
- Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields
0 ]' c" v- F+ @- Fixed a crash when loading two skeleton consecutively in the Character Maker4 Z! j) b9 `  H- L
- Fixed a crash when unmapping Maya geometry from the Terrain Locator5 b+ H; O. J8 P5 z7 `1 T9 B  g
- Fixed a crash when Expression Trigger was active and empty
4 b( N# L  n6 _3 _2 ^& D# S( u& ?3 N- Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene
" L6 T. g0 N  T& h7 s3 S( y- Fixed wrong computation of collisions when using default values in Physics Collision Triggers
- o5 Z7 T. Q* V  w7 I, l0 x( ?- Fixed camera update when playblasting crowd simulations with VP2.0/ I: ^; t" F$ b( E+ Y1 {
- Fixed 3Delight Render Proxy creation with Maya 2016
0 }: L6 m. n. J4 w4 Y  [  Z/ y# E- Fixed update when using multiple splines with a painted surface
5 I/ h3 \+ w6 X+ b/ ~% L8 J- Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone, F8 ?& K" v4 X+ ]6 Y$ |
- Fixed creation of a Crowd Rigid Body without a selected transform object
4 v/ J  U4 S8 n" a- Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms7 O2 c9 t0 Y# m/ o2 _5 z
- Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode
$ E. ]4 |. a$ J; k  zRefactoring
' N) D% `4 [' a( o& e! X, X% F- Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute
! B' a8 Q6 Y0 Z) L- Default values of Physics Collision Triggers have been changed
$ Y" l/ k/ w+ \% U; K- [% l! A
' @4 K; ~2 ?1 q7 m* v; cWhat's new in v4.2.1.1:- x) S* e# O! W- d4 K+ q
- Fixed CharacterMaker physics spreadsheet selection and updates
# m( {3 E; x7 d/ g$ U0 \5 Q! dv4.2.1
4 c  j- [* e- c1 C( zImportant Notice0 k5 E$ `- l3 q- [. L1 N! l/ I
From this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX)
( L: K% q1 E/ F9 Q' r1 {1 N0 u: {New Features' k" ^9 P1 t9 z% i5 H( ~1 V
- Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation
) T2 z9 h. D' S8 ~5 y- Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
, G2 |- ^3 {% _; D9 s. o- Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)
$ y9 w. e) e; M8 v) s, f9 f) x- Collision Triggers now have a collider / collided property
8 a# K1 i7 V1 Z4 |4 N$ B- Containers can be expanded / collapsed in the Behavior Editor
( Y* b0 |. n* v) m4 i& M- New Channel / Expression Trigger3 z8 d% O; r" V( |
Improvements
! \% E) j4 K) l& L' o) `* U. o- Crowd Rigid Body shapes are configured automatically based on the connected object properties
4 K8 A6 C* z+ Q7 U- ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)" I/ q) V9 u- r0 o
- Heading / Attitude / Bank offsets in the AdaptOrientation Behavior
& y8 d7 o4 j$ {% H; W; L* ]1 t& N- f- Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin
; |: k5 v* z, x/ G( p3 |; k; }' v- VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max( I/ j9 e4 N! Q% G
- Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache5 m+ _6 m6 d4 N7 V9 ?4 m7 G
- Edit Physics Properties window selection now selects the corresponding bone in the viewport1 e# I# P$ `; ]+ R9 `2 l3 d
- Unphysicalized bones are not displayed by default in the Edit Physics Properties window2 N3 h  _8 m0 a5 h! n
- Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker
/ o- z  s$ M' d1 H! W4 ?/ \! ]' O; q- More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)2 y5 ]9 S. l9 {9 Z6 ^& C
- DirectX11 compatibility tool* i/ Y3 o# x1 x) M+ z
Bug Fixes- w, _0 ~( F$ n# j  `+ B
- Fixed Locomotion Channel in MotionClip nodes( C; I0 {1 W% t& G
- Fixed Geometry Behavior evaluation when Time Warp is used in a scene1 \% `! W' p9 i: j, }1 v
- Fixed the Alternative Operator interface when changing condition order5 g  y+ E7 u! }9 T+ N
- Fixed Alembic export with blendshape animation
% V* r0 u2 B. `) _3 T) I. \5 {- Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
5 |, r% x8 \# L; k2 S- Fixed geodesic skinning support in the Render Previz display mode
3 k5 `' ~) b3 i! o- Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache
. y; }* n: \+ e  w8 [Refactoring0 m$ w' e# P7 `; w) l
- Refactoring of all rendering plugins to use the glm_crowd_io API (see below)6 _7 X9 h' N2 g
- Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes
1 V: Y% H* M1 A, u- Fixed the save of the position of the VisualFeedback window
! N1 H2 D3 A9 j2 N) ]2 C- Fixed the save of the position of the MotionClipPreview window
! @" j9 W0 {2 H% s# W' S8 z  r" d- NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)
8 T4 B3 |7 W7 a- Creation of several Crowd Rigid Bodies when several objects are selected
/ Y8 W# p# C: v4 C0 @API
" n/ `& [/ ^/ i- Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files' E5 e+ z2 I- I& k2 }: @
- glmSimulationCacheTool command to query Simulation Cache attributes
- \$ `; s: x7 l' ]$ m$ r- glmCharacterFileTools has been renamed to glmCharacterFileTool* k( d- s! d' D; R6 H! M
9 n7 W/ Z! l; n

* P* o0 H9 A+ G7 TWhat's new in v4.1.2.1:( @; G7 n. \# ?# R
Bug Fixes6 `# v' k% @, ~* I. n1 Q
- Fixed an important memory leak during simulation (appeared in version 4.1.2)
4 g9 R  j$ |3 g) b! g% Y- h9 G- Fixed a crash when rendering different Character Files with Arnold) d8 N, K8 s& c, D) U3 N

, ^* F  W* D5 C# U! u) yWhat's new in v4.1.2:- ]4 m; w" g0 z. L8 _% Z$ T8 S4 D
Important Notice! m9 B' p1 X0 G; X+ d8 L% U
From this release, Renderman 18 is not supported anymore
' k, I0 j" |. Z5 o) r$ n% m5 C) iNew Features- E) J$ c( R8 f
- Support of Renderman Studio 20.0* k. c7 w0 J+ r, w8 c1 q3 Y1 l
- Support of Maya dirmap mechanism
+ S1 D; `7 ~: L" i6 g- Render Previz display mode supports Maya Lights (ambient & directionnal)1 a4 K0 N5 r1 N8 K8 ^- t
- New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported)
, i( ]: ]' h+ V: X4 p! T( q/ iImprovements: `+ w# M' V8 }9 ]6 M
- Flee target mode in GoTo Behavior
& I2 M' U0 a  C- Expressions can now also be used in the SetBone Behavior
3 q$ d) Z* q- i- r  I) e3 K- Vector Channels now support [x/y/z] (this.position[x])! A5 b4 V3 M" e2 x; r- F
- Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
2 R" A: @' H8 ]! R1 T4 h- Roll bones can now be out of the Limb bone chain in the Character Maker7 A6 y. W4 Z; @( F) o0 \6 v+ a
- Added a second curve in the Loop indicator to improve precision in the Character Maker( M2 T2 c: g( m' i% L
- Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)
3 E) G. u8 p  G' i) U9 o" D- VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts
8 u2 W$ U7 F" c& o' \Bug Fixes, I5 A& }1 @+ s6 `2 u, A4 H
- Fixed a crash when Character Files were not found in the Simulation Cache Proxy# m5 Y; I7 z: T" \& A8 D
- Fixed a crash when the Character fbx and the Golaem Character have different number of bones
0 Y7 z6 z5 E+ v" a- Fixed a crash when using a MEL expression in the Attribute Editor8 M3 O/ }- U: P  U, v; |$ v
- Fix Physics Collision Entity Type trigger4 o. M. Z  w6 O9 D) b$ {$ a+ j! w
- Fixed Attitude computation in the AdaptOrientation Behavior
4 l& y' R1 Z# P3 F- Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame
. N: J! f7 K8 Z; d- Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker( X' T. Z6 v# g+ L
Refactoring
4 F/ Y) w- h- T+ V+ c2 M- Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors; D0 G3 I" `9 p2 j( N
- The #noise# tag in the SetBone Behavior is replaced by Ramp Controls
. ]) G1 w# g$ \+ F0 p7 b" L; m- Render plugins now log an info line when rendering starts1 |4 z" M$ p- {: Q
API
  c7 x8 g& Q* v' o: P- glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)4 Q+ Q/ \" i# T* i8 r
- glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools6 z' p4 T3 @  g0 m9 w& a* P/ p
- Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism/ J; z  p0 f8 J1 F
' [1 M: B' i: n
What's new in v4.1.1:$ z4 x& `5 P' I
Important Notice+ |# ^) O& i) F/ G$ T$ W+ ^
IMPORTANT: Notice that starting and stopping duration attributes in Motion behaviors have changed between Golaem Crowd 4.1 and 4.1.1- c1 X9 `8 d6 K: h- E- t
Use MEL function golaemCrowd41To411() to update your scene from Golaem Crowd 4.1 to 4.1.1: [0 r1 D$ b8 J  c% o6 E
New Features
: Z: j& B( u1 C- VRay for 3dsMax proxy can now display cached Entities as bounding boxes/ T1 O# w; Y3 ?+ w% p1 Q$ h5 p
- VRay for 3dsMax proxy allows to control rendering parameters directly in 3dsMax) Z8 Q! r! Z2 E- Q; b; f; g
- Renderman for Katana export tool in Renderman Studio Proxy
1 F2 g' ]0 x$ F+ C' [5 R9 DImprovements0 H0 B! h) H$ G" d4 Y# E
- Support of Renderman Studio 19.0 for Maya 2016
& s6 f9 {/ a# [6 V. c9 v7 N7 v" C- Motion, Locomotion, SyncMotion, LookAt, IK Behaviors have now starting & stopping durations controllable with PPAttributes
$ q6 W0 n) m' z( n- Highlight Behavior, Trigger and MotionClips selection in the Behavior Editor Outliner9 m& p: D& T! M, A
Bug Fixes# e/ |3 m! H2 R2 ]
- Fixed a crash when painting on meshes without UVs
5 W& f5 l1 e  p9 h/ e* X- Fixed a crash when a particle system has a groupId but there's not GroupEntityType defined" y  m; A8 H( Q- I
- Fixed a crash when only a part of the Entities have Squash&Stretch bones in the Animation Bones display mode( R+ k3 F' |0 i1 R1 I
- Fixed a crash when a Force Behavior was started on an Entity that has no Physicalize Behavior
/ Q. D' @# X) G+ ]) K- Fixed frozen Entities when using the Physicalize Behavior
% k5 C5 {3 c" Z- Fixed inertia computation when using the Physicalize Behavior7 y3 s& ]* f- h3 }* D
- Fixed wrong display of sphere bones in Physics Shape display mode
, R1 [& O$ T2 ^7 g) O- Fixed an issue that allowed to connect two nodes inside the same operator4 j0 }9 j, y) t3 ~6 c
- Fixed SetBone behavior blendshape expression! H4 x6 B6 r, m. W
- Fixed Proxy transform combined with frustum culling' t3 I) V: j$ ]. t# J3 h: C
- Fixed Mental Ray frustum fov calculation
- V9 Z/ e) z4 m9 @- Fixed VRay for 3dsMax Proxy random render issue
% v0 ~, x- Z# `0 Z7 g. b" o7 Z- Fixed VRay for 3dsMax frustum culling
/ `/ H2 n& G: u, i- Fixed vrscene export of the Simulation Exporte
0 \" X: p' c6 [' h( N, X- Fixed import cache format detection in the Simulation Cache Proxy4 c7 Q9 a0 k8 y" D9 p# _" M  |
Refactoring
" ~' D5 j; O5 m6 k7 T9 Y1 v- Removed Partio cache format option in the Simulation Exporter
" D" p& T; d8 n- s- Added a license check to the commands glmExportMotion, glmExportMotionMapping, glmPaintTool, SimulationCacheEditorExport/Importor* Q7 W0 ?6 e( `0 J' t7 L2 c
) C7 B+ e4 p* A8 `7 B3 O
What's new in v4.0.5:( ]( S& S( e, U. W5 H
New Features
9 l9 m. ^5 e- ?+ ^. ?- UVPin terrain adaptation, W2 f' C7 @: b
- Simulation Time control in the CrowdManager node (supports Maya Time Wap)3 q; R6 J, ~& K/ @/ o4 v7 K+ {% W
- Simulation Export pre and post MEL/Python Callbacks- s2 G1 B1 |7 B2 u
- Support of Archive Scene Maya feature (via the CrowdArchiver node)' ]0 I) E* W2 j" ^  s& c
- Support of Maya 2016. |! x5 s/ Y6 D. E
Improvements3 W% S  a0 A1 w+ o
- Global CrowdField control in the CrowdManager node2 o' ?7 j0 s6 k+ n5 m$ q
- Light Linking support in the V-Ray proxy
$ E" M0 Y3 q" F" c: y+ L. ]4 A2 O- Render proxies can now be created in Maya batch
0 Q; E9 n0 e/ H# F. f0 A2 T- Focus on the selected Behavior in the Behavior Editor from the Visual Feedback selector  U) M9 ~! [1 f& `& J& D
Bug Fixes
) J7 u- L4 s, g' C2 b- Fixed a crash when exiting Maya after having rendered with MentalRay
/ `( F7 W2 T) {6 c- T5 ]. d( N3 H) C- Fixed a crash when exiting Maya after having rendered with Arnold& a' U  a* p! [" ^0 o, S( O/ ~
- Fixed a crash when rendering with 3Delight - y" M/ m; o% q
- Fixed a crash when opening a scene if the working station has no graphics card0 ~7 n( J" t7 }+ x' z% ~, _
- Fixed blendshapes assignment in Render Previz display mode
" `0 [) O1 t. C+ V- Fixed ground adaptation on no-spine Characters
" s6 x; ~4 ~6 t% V5 o+ k. z; b- Fixed Vector Field target refresh( p- G& T$ S) r0 S
- Fixed Simulation Tool Rib export (bad syntax)
  n2 T6 E: ]1 o0 G: T6 `, G- Fixed Linux silent install not properly using Maya default install location& V1 B2 n! }1 s( J1 g' J" E
- Fixed RPATH not properly set on rendering plugins
4 Q5 [! d5 ?6 N2 n+ f& u- Fixed Physics Shapes meshes and Shader nodes not correctly deleted when deleting the Character Maker Locator
( {' ~0 g  h1 i2 Y- Fixed Simulation Cache Proxy losing its Character Files list  {9 ^2 D7 [. C5 q5 e  }7 A

. t+ H0 F2 N$ [% T. I5 Y6 oWhat's new in v4.0.3:# G& q+ g# d" S$ D4 w4 e
New features& Q2 ^3 }9 u- d; n3 G& Z
- RendermanStudio Render Proxy now supports Renderman 19.0
, |# ]4 I7 ^- A- RendermanStudio Render Proxy now supports Subdivision Surfaces
( q4 `  q% [$ k" g2 g- Character Files now contains Shader Groups
6 j3 s' [6 m, s/ }4 E- Blendshapes values can be set from the SetBone Behavior. a7 ]: d# V8 m
- Blendshapes values can be read from the Attribute Behavior (new Channel)- _- b- \, g" ~$ w; ]
Improvements
# o2 N, f) Y+ ?+ P& r2 T$ ~- Constraint Behavior can now constraint position / orientation / scale of a constrained Maya object
5 `4 I2 ]1 |2 B6 p( v- K- VRay Render Proxy now has a Frame attribute (to offset Simulation Caches)
& F, b, a% U- t( l- Alt key to duplicate a Behavior from the Behavior Outliner into the Workspace
. v* T% G0 W+ k+ Q- Y# r9 J, \- "Save As Template" now works on single Behaviors
5 W$ E4 @& e, P: ^7 D7 \) \- Alternative Operator displays an id for each condition in the Behavior Editor
3 _( t* W: P* L& ~5 Z# wBug fixes3 x' j0 d3 o7 q+ s3 x3 v7 v2 q8 c
- Fixed a crash at the CrowdField Start Frame when the simulation was not completely rewinded5 A- \. ^" \# y* z3 ^" b2 k- q5 {
- Fixed a crash when resetting shaders on an Empty Mesh Asset in the Character Maker1 V$ V/ c/ {6 ]" P+ x
- Fixed a crash when editing the Physics Shapes in the Character Maker; m; w. {# w% ?. a( H5 L
- Fixed a crash when deleting the Character Maker Locator node
5 ?5 x) t: |) b6 L  q8 c* f- S  |- Fixed a crash when using a not valid mel expression in the SetBone Behavior
' B* ~' M' F' e# N- Fixed Physics Properties reordering in the Character Maker7 K  p4 o# L+ F; d3 X
- Fixed multi-Population Tool Locator emit
& x" S- N/ V5 ~. t# X5 g- Fixed bad picking when using Impostors Display Mode, l* r  l5 q0 Q6 ], h
- Fixed the edition of a motion delta orientation when exporting a Motion file in the Character Maker+ O/ N  ?8 G% O7 e% w
- Fixed the Character FBX Export (non-skinned bones were not exported in the .fbx file)" O' Z5 C5 y% }1 Q
- Fixed Batch Render when motion blur was enabled  R( g+ B* q+ K$ [) k0 @
- Fixed Arnold Batch Render when a CrowdField was in the scene
, e0 Z+ d2 m) W4 |1 m. k- Fixed Renderman Batch Render callback+ K7 p7 [/ ~: V2 T! Z
- Fixed "Save As Template" feature when Target Locators were connected to a Behavior
$ l+ _- V+ d+ `0 O6 n- Fixed "Add New Entity Type Attribute" feature in the Behavior Editor* y# J5 t* M, u
Refactoring
8 v& w" f7 }: R; L0 S- Combobox instead of tabs for Character / Motion / Motion Mapping in the Character Maker! R5 L" S4 @" B5 x; E- b2 Z9 z. `9 D
- "Relocate FBX" context menu on Geometry Asset in the Character Maker
' Y! S3 V, H) _- j8 a7 e- Arnold Render Proxy now uses Shader Groups to shade the Crowd Characters
& F5 U0 C+ w* c1 ~, n7 g- Alembic Export now exports Shader Groups as a User Attribute
7 l; L! \3 X+ g) X! P5 E- Creating a Cache Replay Proxy switches to Cache Replay Proxy Mode
% h# c: k+ t' f1 hAPI
& Z: i8 h2 c9 b6 w4 O6 A- New flags in glmExportMotionMapping in order to create and export automatically the .gmm file
7 `1 W9 J, a" {- glmSortParticleIds to sort particleIds of a particle system along x or z axis
+ ?6 @: y% t& I$ w* w4 \9 l
) W1 A9 |, q7 U% G0 bSupported Rendering Engines:
0 ^5 }% E/ w$ U( r; B- Mtoa 1.1.X & 1.2.X/Arnold Core 4.2.X
: Q/ e+ l  w6 C& u3 Y" S- V-Ray For Maya 3.06 q, u3 s$ S; k) ^' b; v- ?4 R
- Mental Ray For Maya (any version)2 d" ?' S" b9 l  C
- 3Delight Studio Pro 11.0.XX
" A* z; d+ L/ o* F# I4 R  T7 r8 K- Renderman Studio 19.06 t3 E/ Q2 ?1 J- B5 V0 ?* {% H! Y/ _
- Katana 1.X (Arnold only)4 T: y, R! J& L& a% g

$ q$ Y9 R& U) k; N7 QAlso supported (but must be manually installed):) ^# Q" {6 \# j5 \) T' d$ a1 O
- Mtoa 1.0.X/Arnold Core 4.1.X
$ W3 R% E2 k' @9 Q2 j- V-Ray For Maya 2.4
6 n' T. t& P5 J% G' h: a, K/ Q6 V7 A2 J: \- Renderman Studio 18.0& K: p$ J  k: V. J4 t, n0 S
, y3 B3 C/ u! `. n' V$ c5 _
- M; c2 v6 S) P* }: W: n
, P) n; [& ^2 T* ]
Download:' m. _% C- e0 R3 m4 g
Golaem Crowd v4.0.3.zip
: H( l, L- W8 T/ U! vGolaem Crowd v4.0.5.zip
/ a: H6 J+ S3 `/ b& b3 I$ W: a1 _9 S; A$ {7 W4 @. [8 l! ~* \- n$ o
http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2015.exe
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http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2016.exe. j) ~4 m7 F6 \% i0 F! V
http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2017.exe
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* l  C+ F- r7 r  B) p5 i/ W: {http://golaem.com/packages/Golaem5/Linux/Golaem-5.3.1/Golaem-5.3.1-Maya2015.run! J+ p' ~, f8 k, s
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* {  @: F, N5 F: ^( C: _; d# Khttp://golaem.com/packages/Golaem5/Windows/Golaem-5.3.0.2/Golaem-5.3.0.2-Maya2015.exe8 n; x, f' M% x# a; c7 ]6 Q
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5 X3 h5 R( K7 r: S/ a; C  F' Bhttp://golaem.com/packages/Golaem5/Linux/Golaem-5.2.2/Golaem-5.2.2-Maya2016.run
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http://golaem.com/packages/Golaem5/Windows/Golaem-5.2.1/Golaem-5.2.1-Maya2014.exe
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http://golaem.com/packages/Golaem5/Windows/Golaem-5.2.1/Golaem-5.2.1-Maya2016.5.exe
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2 W' s( x( K& L6 ohttp://golaem.com/packages/Golaem5/Windows/Golaem-5.2.0.1/Golaem-5.2.0.1-Maya2014.exe
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http://golaem.com/packages/Golaem5/Linux/Golaem-5.2.0.1/Golaem-5.2.0.1-Maya2015.run6 O; \4 s3 w* O5 f
http://golaem.com/packages/Golaem5/Linux/Golaem-5.2.0.1/Golaem-5.2.0.1-Maya2016.5.run
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6 a7 t, q( r, |( c$ khttp://golaem.com/packages/Golaem5/Windows/Golaem-5.2/Golaem-5.2-Maya2014.exe
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/ `  m2 I& y) q; q* l% O0 Lhttp://golaem.com/packages/Golaem5/Windows/Golaem-5.1.1.3/Golaem-5.1.1.3-Maya2014.exe. O4 X' g) D/ p& U
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