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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 2015/2016/2016.5/20179 ^* D8 P/ U0 A1 H7 U
Program Type: Artist-Driven Crowd Simulation
( S' q$ [( z9 y' |8 QDeveloper: Golaem S.A.. W* W  U# Z+ z+ n- ?1 N; [0 a& \' Z
Homepage: _http://golaem.com/content/products/golaem-crowd/overview
5 q- a3 I5 L& ~& |+ K- b; {- h5 YRelease Date: 19.11.2016
4 R; x; b0 i" |; F) k4 p& KInterface Language: English
5 g/ b; E' n) j! _1 {Platform: Autodesk Maya 2015/2016/2016.5/2017, 64-bit ONLY$ _- d. s1 N3 i( u2 h! u
File Size: 21.13Mb / 21.12Mb / 21.13Mb / 20.89Mb
' X3 f& J" t% V: C: ]3 R
" `: f8 J/ C5 A. D& U; A0 QIntegrated 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.( E5 o; ~3 S2 W& K/ f0 r
; l& z# r1 d! O
• Create Convincing Shots in a Few Days
1 e/ x0 ~( B* h4 t- 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.- K# {- e$ M7 y6 s4 G0 y# W
- Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions.
) {) ^( I8 [) Q7 ~% ]5 y# y- Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.# c+ V& Y( x& k/ D) B" ?" t
, U: ~% O- J* A4 X. e
• Intuitive & Powerful Toolset+ ^- _" H, `; ]* @
- Placement Tools. Take advantage of the various placement modes and automatic obstacles detection., r! E* y( a, m
- Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.0 k& u) h; W9 {6 ^/ E$ I
- Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground...
4 I2 m3 M- K0 j: S, o- 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.9 P1 v. K7 S8 L0 T8 I0 U
- Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.1 l% l1 K( _! {% v; y% K
- Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.7 G  @% }8 r) l* }# |. I
- Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins.2 ]0 n. I5 r, C+ u; w" M# T' h  p3 ~
- 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.
4 f7 n) e/ ~8 z$ a5 ^8 Z2 _) @' g% ~( Y4 b# ]9 r. ?
What's new in v5.3.2.1:
8 ^2 A) g; q2 N) M- K3 |Important Notice
: T$ r- J3 j7 J; B3 P9 E8 i4 C. p( ?From this release, Evaluation licenses have been replaced by Personal Learning Edition licenses.
; [2 f5 P" p6 D" ^6 QPersonal Learning Edition licenses are not time limited anymore but all files generated will be "waterwarked" at rendering time.. a4 y+ R6 [4 x$ V" v; a4 h
More info on http://ple.golaem.com >>
$ b& F1 s: V* q/ oNew Features
6 `# A! a9 L  |. B* M+ ^- Shading diversity in the Redshift render plugin3 q- M- y& l9 F
Improvements7 H% i) S1 m& v; T& Z* [
- Values of Time Offset / Time Warp layers can now be set or added
% `* y/ z  s( ^: d3 b- Improved Bind Pose Detection Mode in the Character Maker (now uses skin clusters information)# H; w4 \( c5 ^6 k" W: w0 X6 Y, X
- Improved performances when using multiple Simulation Cache Proxies in a scene
  `1 z5 P) {, y: k3 I! k- Q- Added support of instances in the Redshift render plugin
% c7 a& S! I+ y$ B/ X- Added support of Vector Shader Attributes exports in the Alembic Baker
0 I% d2 k( d  Q7 I; g3 Q- Added selection information in the Simulation Cache Layout Tool
9 z, ~% p- d! z; `, o' _- Added default material support in 3delight and Renderman render plugins9 n5 G3 c" C8 r2 F
- Added Up axis check in the Maya Scene Settings Checker2 z& ^1 i" b6 L! ~4 g% {5 s, C
- Support of scaling in the Character Geometry GCG file
7 F0 Z4 A: |- `+ c  Z2 L+ N) J- Support of Blendshape / Blind Data animations in glmExportMotion; {/ U$ h) |$ f0 J0 Q; Z3 d
- Added evaluation mode in the Ramp Node
9 j% {# n' c( a1 v; G' mBug Fixes
3 ~  ?3 r, r! p. m# p  d  k- Fixed node transform not taken into account by instanced geometries at render time# w4 L7 I) j2 n
- Fixed simulation display frustum culling when using huge values for the far clipping plane
; X7 g  v# @& G4 X: _8 J- Fixed creation of Stop Triggers when duplicating behaviors
( O( d5 H* }! c4 b+ G( _" ]- Fixed mapping of Motion Clips when duplicating Motion, SyncMotion and Locomotion behaviors
2 q3 G, r2 L$ ~, @' Q! l% w! m: C- Fixed mirror animation in specific situations) Z) E5 D- U" B9 r9 ~
- Fixed a crash when rendering more than 8 Crowd Render Proxies
3 L/ }! S+ N2 R# ?( _, f- Fixed a crash after picking an entity with a start frame different than the simulation start frame
1 N! L4 |8 Q9 p* @- Fixed a crash when exporting an empty mesh as Character Geometry GCG file' W4 }6 u3 }3 g7 ?9 i2 `; n
- Fixed a crash when refreshing Simulation Cache Proxy when in Simulation Mode
/ E3 m, h4 |2 ]- y$ q- Fixed a crash when using ragdoll with zero-mass or zero-density$ x, i3 H( j+ R9 F: K
- Fixed a crash when a ApexCloth behavior is started" g% x. r- M0 J& ?6 D
- Fixed a crash with uninitialized entities in VP2  x8 ^1 N+ Q6 [& Y1 d
- Fixed a crash hen rendering a mesh without a shading group in the Redshift render plugin
3 H) V7 Y; O7 F- ?- Fixed normals when using Render Previz on some Character Geometry GCG file
$ }+ F( X! o' \# x- Fixed multi material handling in the Character Geometry GCG file0 s- V+ H; f1 c! Q2 P
- Fixed ground adaptation when the entire motion had footprints
* F6 m' c" P" ]/ h$ P& c- Fixed ground adaptation when blending with non ground-adapted animations
  y0 h6 [, m* T; C) m6 J/ t- Fixed material export when baking a simulation as FBX
- W) f0 ~1 `# ~* S- Fixed namespaces creation when baking a simulation as FBX
; r% o5 _; [/ s! g- Fixed display of Box Crowd Rigid Bodies with VP2
! L" z- q" w4 t( C- ]  G' P! @) j: U- Fixed parameters not correctly taken into account when having multiple Flock Behaviors5 k% ^/ r* S, S; b* {+ N
- Fixed Sync Mode based on Body Mask in the Motion Behavior
! }2 N  T; }" n# ^- Fixed non reproducible simulations when using more than one particle system
2 `2 |" }4 T$ o5 G# |" _) W, v4 E- Fixed disconnected roadmaps in the NavMesh Creator
" a0 w0 V, U! s- Fixed no Cache Replay display on CentOS7* f) l- E. @: j
Refactoring
5 [6 g  D- j& b+ }& E" X- Replaced User Properties with Arbitrary Geometry Parameters in the Alembic Baker
+ k/ l7 A8 I4 i+ M% H" z- Bake Simulation Cache Layout as a Simulation Cache has been moved to the Simulation Exporter Tool (Baker tab). Y$ T+ B7 a" p1 C4 m" m- E
- Decreased limit for warning message when computing a NavMesh for a huge environment
3 p+ R" O$ P# V& j% j- Target reachability is checked even when there are multiple zones in a NavMesh
& {: b% O, v  W- U- Removed Layout operations on a CrowdManager Node (Kill, Set Mesh Assets)) ]  H, m% j; @2 t: \
- Render Previz geometries get refreshed when shaders are imported) f" E) M: F5 G, v0 ]: {
- NavMesh Creator now ignores hidden geometry
# E9 s5 ^2 c% _; t: X2 VAPI8 ^9 X3 K# T3 ^3 z# @
- Added a -personal flag to the glmCheckLicense command( g  C& [. S/ e1 P) D
- Added a -savedWithPLE flag to the glmCheckLicense command
6 r* d. `3 d/ Y$ M* z; y% K# _2 N2 L- Added a sortedBones attribute flag to the glmCharacterFileTool command; {4 d6 t  ~2 y
- Added a entityKilled attribute flag to the glmSimulationCacheTool command8 ^3 N7 S) E+ s, T9 H
- Added a boolean return value to the glmConvertFbxToGcg command7 M- O0 L, L3 I; u9 s

5 M. [3 u/ L; OFor What's new in v5.3.0.2: ; J( s$ X$ k8 _; @+ r0 h8 V- \
Bug Fixes
+ J' E9 ?7 I, E2 y6 Bthe Fixed file browser for the UI Maya 2017 " E* F& M# ?; j" [7 z5 ~1 O2 ]

7 Z/ A& w1 }3 H' i! v1 A9 jWhat's new in v5.2.0.1:# r8 e4 J2 g0 m$ I! E- h* }$ H
Bug Fixes
) q  P% M6 \3 ^7 O4 B3 X- Fixed a crash when displaying the simulation cache in Viewport 2.0; j$ @4 W& `7 P8 G, x) ?3 m
. J  F& t. U; T6 k! F3 G* `
What's new in v4.2.2:! W7 _7 y6 l; b1 Q% l+ @
New Features
# ?8 j- V" a; n. a& n/ E* F# c- Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)
& U, e, g( X7 o, `) Q- UVPin Behavior to remap simulations on a specific UV Space$ l0 W5 O7 P! U
- Support of Maya File Path Editor to relocate files
$ R) u! g: v8 z2 t  D- New direction channels (boneDirection, paintedDirection)
& T; i6 H  h; o9 t; K0 v7 K- Master Entity Channel4 l- L* w  q7 Y$ I
- Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator
0 v% j& B. j  }* g+ W3 D: \Improvements
5 \% |$ H  x; ^! M* F- Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker' w" n0 X# E3 g0 r* e
- Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker
2 B3 S* z% d! T8 }* g; @- New Reset Angular Limits button in the Character Maker
8 x2 H) J+ w2 J- Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker1 f# |9 M; a" l+ p) e, m
- Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior
' p# j$ O  l8 e; f* T9 P- Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior
4 v! L" a7 u9 C( m( S& x* e5 I8 H- Added Separation, Alignment and Cohesion Weights in the Flock Behavior
, B! f; _& `6 X# N0 }2 |0 ~- Added a maximum up angle attribute in the Flock Behavior
' F0 |! B6 [3 c- 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); s$ f& r4 s6 d: I$ J5 T
- Crowd Rigid bodies are renamed accordingly to their associated mesh transform
- ]0 F8 K  \; R1 Z# zBug Fixes
$ N5 I6 @) N: D2 b" b- Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields
8 I4 n+ f& O9 T5 Z- K- f: P- Fixed a crash when loading two skeleton consecutively in the Character Maker
. p' S; u* r6 Q( Z% }& V. f- Fixed a crash when unmapping Maya geometry from the Terrain Locator5 Q8 B& a3 q4 b2 e
- Fixed a crash when Expression Trigger was active and empty
% L: R: W& I" w; B1 Z& V7 T" v/ P; V- Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene& [% F, S4 `  ]* X5 m' a
- Fixed wrong computation of collisions when using default values in Physics Collision Triggers- T# N& r- J' K
- Fixed camera update when playblasting crowd simulations with VP2.0
  u5 G5 ]$ s( P3 V7 X- Fixed 3Delight Render Proxy creation with Maya 20163 j* w$ n1 _# {+ {+ x% U
- Fixed update when using multiple splines with a painted surface
6 B. F2 y/ O: O4 K  Q- Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone
, A6 c, s3 X- M7 Z8 C# \# Z6 X- Fixed creation of a Crowd Rigid Body without a selected transform object
- y2 o) T6 ?2 |: o( O/ h5 B- Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms
6 h1 R2 h) z! ?8 r) J& r- x' V- Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode) v. C7 C7 M# F
Refactoring
( E& i! V( P8 r8 J% m6 }- Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute) N/ P8 W; T# W, _) S7 L
- Default values of Physics Collision Triggers have been changed3 f4 j8 l  e- W: K- W: {/ }$ b' {

/ p) O1 w: j( i5 UWhat's new in v4.2.1.1:
* Q5 M7 y- O; O2 j. e$ A' z5 [& l- Fixed CharacterMaker physics spreadsheet selection and updates1 U- L% c# d' _1 o# u3 Y
v4.2.1: ^# H" O& \5 x) p- P# V/ Q/ @' t2 J
Important Notice7 {: R2 ^& g/ e- u& n8 U
From this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX), j* v, P, Y; ~1 n" x5 z. i8 B0 j
New Features: n# D: B$ ~0 z, H& d! ~
- Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation1 `9 }. [6 P, r
- Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
8 Q2 b) t! Y4 j/ N- }8 F- Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode): E; j/ Y1 f* i6 g  _+ T6 f
- Collision Triggers now have a collider / collided property* d% X4 Z# f7 ~
- Containers can be expanded / collapsed in the Behavior Editor
$ S( K8 m$ A. U3 h- j- New Channel / Expression Trigger
  w# y! O! S& t. Y+ ^7 g. X" Y! |Improvements
9 N# F* J0 d! x- d- Crowd Rigid Body shapes are configured automatically based on the connected object properties
% K1 m; A6 ]# B6 ?  D" a* x. z- ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
8 J/ d" l: z. A& E" m- Heading / Attitude / Bank offsets in the AdaptOrientation Behavior8 C+ j1 [- g3 U. ]( b
- Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin7 n$ C  v" c  Q* {* v9 _$ k1 K5 n
- VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max
, A) P) B; o6 l5 D- Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache
1 a2 Z; y: Z; r. @6 e- Edit Physics Properties window selection now selects the corresponding bone in the viewport% P: r8 C- K+ U/ ^( B
- Unphysicalized bones are not displayed by default in the Edit Physics Properties window
2 S4 o: X' E& ]4 m% U3 m- Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker) T* I9 M' \6 I9 r( N8 p* F  ^5 W
- More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)/ |5 J! A/ e1 Y, G" q# A
- DirectX11 compatibility tool
* @1 R5 P  g: gBug Fixes- @. V+ f/ _- b& B
- Fixed Locomotion Channel in MotionClip nodes
' f# S5 |2 B. z5 b+ F- Fixed Geometry Behavior evaluation when Time Warp is used in a scene  f, I# a8 Z9 k
- Fixed the Alternative Operator interface when changing condition order
1 I1 {( \1 C. Q7 B" G! E7 X/ @' |- Fixed Alembic export with blendshape animation
8 B3 K" x5 _) A4 W% [1 [; O1 G- Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
- X, [" c' y4 N9 F7 ^2 Y) {; N+ \- Fixed geodesic skinning support in the Render Previz display mode8 w0 I1 W5 c; d* F( W  S. H$ H
- Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache
- }/ j$ v( j- N4 g4 CRefactoring
. U6 K4 A: o- B+ s' n: c1 k- Refactoring of all rendering plugins to use the glm_crowd_io API (see below)) ?$ [6 l: _. ~- E
- Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes% U4 A+ }$ \4 W' ?
- Fixed the save of the position of the VisualFeedback window
0 Z% {/ q  \9 V8 x8 ?4 f$ `- Fixed the save of the position of the MotionClipPreview window
+ q$ s' i1 j) s, ~- NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)  Y, u# S& v2 Q% `
- Creation of several Crowd Rigid Bodies when several objects are selected' I  B- m3 u& h1 }- ]
API7 |9 y0 V' ~" j/ Q% v0 N9 m
- Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files
* W9 n8 ?1 ]! u0 `$ O- glmSimulationCacheTool command to query Simulation Cache attributes
6 W" z2 Z# G3 E! L" b; o1 h: i0 [- glmCharacterFileTools has been renamed to glmCharacterFileTool# L# a# {) u7 W. o1 b- I
) R. G3 ]4 {' q) C$ J

. D( |3 q4 r' b$ a& \- V5 N" DWhat's new in v4.1.2.1:$ Z6 R9 S7 Y" `5 J
Bug Fixes3 \" D0 Z" d6 i8 l, P
- Fixed an important memory leak during simulation (appeared in version 4.1.2)
! z8 j- w$ V5 F9 O- r' D0 {- Fixed a crash when rendering different Character Files with Arnold' K" p, ~# w' r; W% E( |

) J: D; G( K5 h  j1 nWhat's new in v4.1.2:
5 G  |+ I' j5 pImportant Notice0 @" H; D. N$ P0 a' T# ]
From this release, Renderman 18 is not supported anymore+ G% |+ a) \  x, Q$ N
New Features  l( _, T( l' i* V
- Support of Renderman Studio 20.0
' C$ ]* [6 Y- P# W: ?8 _+ s- Support of Maya dirmap mechanism, a! q+ G; R, V; t, d; S( O/ Q
- Render Previz display mode supports Maya Lights (ambient & directionnal)8 _  f& ~: _  \6 ?6 w1 T  h
- New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported)
, a6 j7 {2 G# Y2 NImprovements: I. ~8 _) Z8 f6 `% N! v1 I' f
- Flee target mode in GoTo Behavior
" r- w  f' w. w2 _9 J- Expressions can now also be used in the SetBone Behavior" @/ ]# q3 J/ O! _, |' b
- Vector Channels now support [x/y/z] (this.position[x])4 n; N; l: [  U# J7 F# o: K
- Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
% ?0 k1 g5 A) ]7 u% v% _- Roll bones can now be out of the Limb bone chain in the Character Maker
7 \; b/ X8 d+ m3 G; P! e6 o5 J) V) m- Added a second curve in the Loop indicator to improve precision in the Character Maker
, h+ o6 W2 V( ?- o7 O- M: O; y: d- Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)# @# U$ e- M1 |% {7 y2 y; P* j
- VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts
0 L1 z/ N! [0 O- B2 z7 [+ Q& L5 e8 h6 OBug Fixes4 f# I. j& Y8 F" x
- Fixed a crash when Character Files were not found in the Simulation Cache Proxy
3 H* n7 Y- e1 P7 ?- Fixed a crash when the Character fbx and the Golaem Character have different number of bones
: I, ^- o: t: k" M) D7 T7 v1 E- Fixed a crash when using a MEL expression in the Attribute Editor
* F; E/ x8 r+ V" j' n+ t4 ]- Fix Physics Collision Entity Type trigger
1 g9 n; ~) m% c+ l- Fixed Attitude computation in the AdaptOrientation Behavior1 u% o# Y! `. [* Z$ @% B
- Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame
) f0 H# D/ }4 b/ I/ u1 c' l& X- Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker4 c. J& e# g1 y$ i
Refactoring
% z. Y, ]* U% b" e( Y( A) l' Z- P- Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors# e2 U( K: ?* Z2 L- s3 q
- The #noise# tag in the SetBone Behavior is replaced by Ramp Controls! ~& i8 c$ q. y5 P: D) c
- Render plugins now log an info line when rendering starts9 {. _" u$ t4 N' |* f
API: {/ P  m7 ^1 }5 ~% N
- glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)
8 V( [& ?" s! w+ m* e0 z- glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools
. N& T! A+ @" u# s+ I4 K+ l- Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism6 n5 ~. m$ W, T

+ @0 \# W. H1 M1 D4 OWhat's new in v4.1.1:* t, R! U0 v5 {4 _& {: X- ~
Important Notice/ e6 ~  s: y1 ?5 ?. L$ P& }3 T
IMPORTANT: Notice that starting and stopping duration attributes in Motion behaviors have changed between Golaem Crowd 4.1 and 4.1.1
) `* R2 o- L. M/ ~* XUse MEL function golaemCrowd41To411() to update your scene from Golaem Crowd 4.1 to 4.1.1
- ]% [4 d) U8 L& uNew Features
6 y( |( u6 S2 i. i. C- VRay for 3dsMax proxy can now display cached Entities as bounding boxes
3 F# K2 ~# ?% `2 L/ s* S- VRay for 3dsMax proxy allows to control rendering parameters directly in 3dsMax
, a, |9 T( b: ~+ Q. c" Y- Renderman for Katana export tool in Renderman Studio Proxy3 f1 b2 X$ {3 W, ^' Z
Improvements
0 \( J1 J  R+ X. z4 D- N7 I6 Q, d- Support of Renderman Studio 19.0 for Maya 2016
( X& p6 a) R: v- m# x- Motion, Locomotion, SyncMotion, LookAt, IK Behaviors have now starting & stopping durations controllable with PPAttributes
) F, Z4 O9 Y: U2 O! }: |, T7 B% b- Highlight Behavior, Trigger and MotionClips selection in the Behavior Editor Outliner
/ w9 K1 J! L) w9 F  RBug Fixes
! e, }0 w! `" e' m! c+ y- Fixed a crash when painting on meshes without UVs
  H% `/ u/ B* Y2 |: D8 e, d& ^1 u- Fixed a crash when a particle system has a groupId but there's not GroupEntityType defined9 I1 t, a, d( z' z4 v$ ^
- Fixed a crash when only a part of the Entities have Squash&Stretch bones in the Animation Bones display mode( M8 P" [2 ?* y6 B* L6 K) S( D
- Fixed a crash when a Force Behavior was started on an Entity that has no Physicalize Behavior: \+ [# q" J( t6 I2 k
- Fixed frozen Entities when using the Physicalize Behavior
9 w2 G5 f3 t$ A1 e2 V8 S4 w/ ^! `- Fixed inertia computation when using the Physicalize Behavior
+ D6 ~9 v2 W! M/ e% D/ l5 B- Fixed wrong display of sphere bones in Physics Shape display mode' u! n$ q" x! H) S
- Fixed an issue that allowed to connect two nodes inside the same operator, o6 }  @4 e# r5 q9 ]
- Fixed SetBone behavior blendshape expression
7 i7 n8 g" X9 f. \. F1 A- Fixed Proxy transform combined with frustum culling
+ l' _# n6 n' c5 z8 I9 [0 a- Fixed Mental Ray frustum fov calculation3 J) P/ o$ j# P0 E2 d9 \+ l6 A
- Fixed VRay for 3dsMax Proxy random render issue' q8 ^4 B3 w, ?; F# |1 y# a
- Fixed VRay for 3dsMax frustum culling: O7 X/ C$ n; Q3 B
- Fixed vrscene export of the Simulation Exporte
  p4 F- f& a  w. g7 ~) H- Fixed import cache format detection in the Simulation Cache Proxy; n2 Y. c: [' z- t, f6 y6 t* w
Refactoring8 z! u0 O, m% e; ]/ S
- Removed Partio cache format option in the Simulation Exporter
% W: R5 A' O, f" q2 k- Added a license check to the commands glmExportMotion, glmExportMotionMapping, glmPaintTool, SimulationCacheEditorExport/Importor- _$ i9 g( l1 ]" M/ t
  m1 a" O4 C. t* X, q
What's new in v4.0.5:
( ?4 r0 d( ]+ u2 [. J( v9 S/ {New Features
: I3 }3 \& b) ~; v3 x- UVPin terrain adaptation# Q; o: i& i( K# s
- Simulation Time control in the CrowdManager node (supports Maya Time Wap)
# w8 I- f7 ^( J# N" d- Simulation Export pre and post MEL/Python Callbacks/ @( _% `3 U  c9 c, x
- Support of Archive Scene Maya feature (via the CrowdArchiver node)" N8 D: I/ P3 @# S2 `5 [
- Support of Maya 2016
) A9 d# ^/ T+ Q. b$ d4 OImprovements
/ ]( {& e7 s" ^/ W; A- Global CrowdField control in the CrowdManager node
3 {+ V  H1 P8 \! M* R- Light Linking support in the V-Ray proxy
8 G3 g3 _9 G$ ^! }- Render proxies can now be created in Maya batch8 B: `* V* R9 _7 }
- Focus on the selected Behavior in the Behavior Editor from the Visual Feedback selector
/ r, {" D" v* LBug Fixes( ^. Y' E) l  a& p; H" \) q
- Fixed a crash when exiting Maya after having rendered with MentalRay! O5 W6 i; i7 Z' T' B1 r
- Fixed a crash when exiting Maya after having rendered with Arnold+ |& }5 x# w: j3 _% B
- Fixed a crash when rendering with 3Delight ; M& \% F; m6 d+ O# S4 ~8 ~: B
- Fixed a crash when opening a scene if the working station has no graphics card
& I& b% e+ X$ {; ^7 X/ w  U5 O- Fixed blendshapes assignment in Render Previz display mode
5 W) {7 R4 H3 [( L- Fixed ground adaptation on no-spine Characters" z6 l5 D2 |2 e8 h
- Fixed Vector Field target refresh
* ~' s3 X7 J% g4 L+ }- Fixed Simulation Tool Rib export (bad syntax)
3 E4 D0 Z+ Q' ^8 |0 e- Fixed Linux silent install not properly using Maya default install location
9 W+ g% \# O3 J( _/ x0 Y) `* Y- Fixed RPATH not properly set on rendering plugins! I9 G9 K4 T) \! p  p/ \9 q
- Fixed Physics Shapes meshes and Shader nodes not correctly deleted when deleting the Character Maker Locator% n& K' e7 A- |6 M9 ]7 I' S& ]
- Fixed Simulation Cache Proxy losing its Character Files list; R' |( E( E( P2 N: C+ S

6 F* V8 L0 Z9 g; ^  hWhat's new in v4.0.3:
) z* z+ l  i6 X+ |2 s# Q0 e8 ENew features
# i7 v" q% ^9 }% Z- RendermanStudio Render Proxy now supports Renderman 19.0
2 E; h. M" M* y6 J. G6 e- RendermanStudio Render Proxy now supports Subdivision Surfaces
2 ]- Z3 F7 y% P. ]3 r/ S( R  A9 J5 Q- Character Files now contains Shader Groups
. C  i* D/ m7 |* g3 E2 K" G2 f- Blendshapes values can be set from the SetBone Behavior
( q0 k0 |6 T0 T0 ?: C  O- Blendshapes values can be read from the Attribute Behavior (new Channel)
+ y6 f4 K4 p) ], nImprovements" m2 @/ |. Z/ H$ N2 m
- Constraint Behavior can now constraint position / orientation / scale of a constrained Maya object
; Q" w8 i2 d' V* _1 w( }- VRay Render Proxy now has a Frame attribute (to offset Simulation Caches)
. b! h3 P: Y, U7 r- Alt key to duplicate a Behavior from the Behavior Outliner into the Workspace
  O4 f, ~& X) ^% v5 z5 ~9 S& E- "Save As Template" now works on single Behaviors, M* @9 m2 ^4 o, }8 c
- Alternative Operator displays an id for each condition in the Behavior Editor$ ^6 e% P8 k) d$ |) Q8 z
Bug fixes
  n2 L& n8 r3 G$ d3 W, E- Fixed a crash at the CrowdField Start Frame when the simulation was not completely rewinded9 C7 w. E: C; Y: N
- Fixed a crash when resetting shaders on an Empty Mesh Asset in the Character Maker
# E. n* I3 e! }$ U- Fixed a crash when editing the Physics Shapes in the Character Maker
& w, [; C! C+ \; r# z- Fixed a crash when deleting the Character Maker Locator node
+ s# U9 }' N" {4 T2 L- Fixed a crash when using a not valid mel expression in the SetBone Behavior4 z% |$ q, F+ t- u1 V/ y& D9 S
- Fixed Physics Properties reordering in the Character Maker! M, v. k& O: x7 c" A3 ^# ]: z& C/ X
- Fixed multi-Population Tool Locator emit
2 Z7 j! z( Y. F5 S$ j9 E& Z3 M  l# ^- Fixed bad picking when using Impostors Display Mode# M6 Z% ?  P0 j" d' n
- Fixed the edition of a motion delta orientation when exporting a Motion file in the Character Maker( {; p) P7 f0 T/ C5 u$ P
- Fixed the Character FBX Export (non-skinned bones were not exported in the .fbx file)
0 n' }7 t$ g6 o( D- Fixed Batch Render when motion blur was enabled
& H$ H6 H$ ^6 o2 ~& s4 ?- Fixed Arnold Batch Render when a CrowdField was in the scene% @& ^% d% j# u0 @. f
- Fixed Renderman Batch Render callback2 k! t" D& g' k* n! l1 {
- Fixed "Save As Template" feature when Target Locators were connected to a Behavior4 V" w  ^0 Q1 Z. T# n
- Fixed "Add New Entity Type Attribute" feature in the Behavior Editor' ~4 J9 B" |3 ^8 L2 S
Refactoring$ G9 @; _' _. h
- Combobox instead of tabs for Character / Motion / Motion Mapping in the Character Maker
; t6 {9 }. j8 O- "Relocate FBX" context menu on Geometry Asset in the Character Maker' j$ O+ B% G. s: |
- Arnold Render Proxy now uses Shader Groups to shade the Crowd Characters
# i% X9 |6 ^6 l9 w; M- Alembic Export now exports Shader Groups as a User Attribute
' o, s. L0 |8 s$ F$ f- Creating a Cache Replay Proxy switches to Cache Replay Proxy Mode
6 k$ H; T: x; e; |API0 f7 l  q  B- _  l
- New flags in glmExportMotionMapping in order to create and export automatically the .gmm file
) V5 v  ?4 Q( x. }- glmSortParticleIds to sort particleIds of a particle system along x or z axis
$ m' Y! P$ u5 b! W8 C
. \8 A5 q) q( q' lSupported Rendering Engines:
; S! a" A, t7 S1 m2 Y, C- Mtoa 1.1.X & 1.2.X/Arnold Core 4.2.X
) J& z+ X3 G& X. R3 A: x, x& q- V-Ray For Maya 3.0( Q! g8 U+ U) S7 [0 G+ r( u# \
- Mental Ray For Maya (any version)$ N+ h/ Z  v" q# r6 z$ A
- 3Delight Studio Pro 11.0.XX" n# S# {' h" i1 R6 G
- Renderman Studio 19.0. K; y/ ^% K7 ]# F4 U
- Katana 1.X (Arnold only)  A) q! w( ?! A( d
# s$ ?( R* g, W+ Z7 c
Also supported (but must be manually installed):" T8 V7 G' @* k
- Mtoa 1.0.X/Arnold Core 4.1.X
" p$ p2 U9 a6 ~1 `, D" E- V-Ray For Maya 2.4
' }7 n+ i- p# X9 q! c- Renderman Studio 18.0
' P' Z( Q5 r7 d. L
1 }/ C' u7 t2 |# _0 b& R1 z9 G5 A: t. ~+ ?5 n

" t/ d8 r7 Q- ^4 @- K+ C1 dDownload:. h/ }# `* n5 b5 X+ N& ~0 `" _  |4 R
Golaem Crowd v4.0.3.zip3 m# n" k: T7 n! [
Golaem Crowd v4.0.5.zip
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