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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% U, P6 h4 X( V! G4 p' E* s+ s& s- Y0 _
Program Type: Artist-Driven Crowd Simulation0 z% y5 s9 y! {4 n6 _
Developer: Golaem S.A.. K0 u) q$ p2 `; _- _# ^
Homepage: _http://golaem.com/content/products/golaem-crowd/overview. P# Q6 f0 ?5 B# K) x
Release Date: 19.11.2016
2 V# q5 C+ A3 ]* O0 U4 gInterface Language: English
2 V1 _! @2 b6 H/ _+ VPlatform: Autodesk Maya 2015/2016/2016.5/2017, 64-bit ONLY
6 w- B$ c; C1 x! ]# eFile Size: 21.13Mb / 21.12Mb / 21.13Mb / 20.89Mb
0 o2 t  B4 g/ S3 q4 O4 n. u. k4 K- }2 y  W4 Y2 B: W
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.
3 @0 ]! p) J( @* g5 x' |) E4 |2 F  h" W4 }. u# }8 Q# Z1 b
• Create Convincing Shots in a Few Days- H0 a+ p4 l: N1 i6 J
- 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.
. W% z& F, I" {6 }7 x7 n  ^- Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions.: Q9 W$ `! K- ^% `4 {/ x
- Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.
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. B" }) \1 c& ]• Intuitive & Powerful Toolset
' ]0 V4 B) [. s  y% L# C" ?- Placement Tools. Take advantage of the various placement modes and automatic obstacles detection.* |" H  x; H3 M( h
- Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.
4 s  m; Q, |' |  J- Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground...
: v& M( e4 M8 f- 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 e3 m9 n" H9 H* E5 r4 n- w- Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.* P- o6 g& ]# f/ h% z3 e$ b6 I/ F
- Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.* b0 J  p. q: a; e) C
- Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins.
1 Y! M% s' `: b# Y1 x. S- 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.% c- e8 X+ ^5 A  E0 K$ L' w
2 r+ x- h! F. Y- a& X. E
What's new in v5.3.2.1:: N# h6 |. K5 P- ~4 ?) h
Important Notice
# B7 e  n" E/ t$ Z6 @From this release, Evaluation licenses have been replaced by Personal Learning Edition licenses.
! T& W4 d6 f0 ~2 y# t! lPersonal Learning Edition licenses are not time limited anymore but all files generated will be "waterwarked" at rendering time.
& c$ e/ @- J2 T4 w, xMore info on http://ple.golaem.com >>7 u, `" K9 _( {
New Features
# n2 n2 A: B- {3 N$ \- Shading diversity in the Redshift render plugin
3 R0 v4 {2 L# a3 V3 H1 A* r/ RImprovements3 l( T# R( }& n9 E- d+ A" T
- Values of Time Offset / Time Warp layers can now be set or added( Y+ m3 B% B# W9 w6 Q" f! V# c& ^! a; b
- Improved Bind Pose Detection Mode in the Character Maker (now uses skin clusters information)& g$ t" t+ T* y. W6 [! w5 g# C% x
- Improved performances when using multiple Simulation Cache Proxies in a scene
; X. f1 m& P+ }6 |' m- Added support of instances in the Redshift render plugin
' B1 y0 o6 T7 D1 k; g% X- Added support of Vector Shader Attributes exports in the Alembic Baker" Q2 T% I5 Z$ T3 N2 L8 V
- Added selection information in the Simulation Cache Layout Tool
! ]$ V+ C& V6 n# A- Added default material support in 3delight and Renderman render plugins$ I$ ]+ A7 m; r6 ^
- Added Up axis check in the Maya Scene Settings Checker
  X7 H, M3 O! ~- Support of scaling in the Character Geometry GCG file
; z- E: S- ]5 b) i- Support of Blendshape / Blind Data animations in glmExportMotion) g. u* F9 @4 _; b6 t
- Added evaluation mode in the Ramp Node% z) s, q5 u2 P6 C) N$ o
Bug Fixes& e/ q7 k* [4 ?0 b
- Fixed node transform not taken into account by instanced geometries at render time
- K& {: W  x. ?* R/ w- Fixed simulation display frustum culling when using huge values for the far clipping plane  I$ j5 P! y7 [9 G/ q( h
- Fixed creation of Stop Triggers when duplicating behaviors# U6 r' ~/ X0 }. t4 V
- Fixed mapping of Motion Clips when duplicating Motion, SyncMotion and Locomotion behaviors
" y/ i; }4 o' J. H( J- Fixed mirror animation in specific situations/ s( o' {( @' S" v% x- f
- Fixed a crash when rendering more than 8 Crowd Render Proxies+ @% U% r3 T( T0 \8 V7 m9 c
- Fixed a crash after picking an entity with a start frame different than the simulation start frame" B1 |! ^# P- l# P
- Fixed a crash when exporting an empty mesh as Character Geometry GCG file
, K& W* W: D* R% @- o7 W- Z! u" S. G/ M- Fixed a crash when refreshing Simulation Cache Proxy when in Simulation Mode
0 t. g' u3 {: j6 l; `' K- Fixed a crash when using ragdoll with zero-mass or zero-density
3 J4 Q% o  c6 T: S' ?$ @! G7 D- Fixed a crash when a ApexCloth behavior is started. y; K/ f  u. k
- Fixed a crash with uninitialized entities in VP2
& L! o& n$ G; Z+ f- Fixed a crash hen rendering a mesh without a shading group in the Redshift render plugin
5 A5 g. p6 U; S' U5 I3 d1 U- Fixed normals when using Render Previz on some Character Geometry GCG file
1 a! d: U+ }% i. D# w+ `$ n, x" {% x* n- Fixed multi material handling in the Character Geometry GCG file
6 U8 U/ ?& W) M1 p- Fixed ground adaptation when the entire motion had footprints
% j) [4 c, j/ o% z2 U+ ?2 _( A- Fixed ground adaptation when blending with non ground-adapted animations
4 ?. b" u) E" {; `7 }) V- Fixed material export when baking a simulation as FBX$ i) u, U; J2 e& \  o
- Fixed namespaces creation when baking a simulation as FBX, M, w' z. e  y/ D4 K
- Fixed display of Box Crowd Rigid Bodies with VP2
( a5 L# R- S) I  U+ C7 t- Fixed parameters not correctly taken into account when having multiple Flock Behaviors& D& R* ^  I  R
- Fixed Sync Mode based on Body Mask in the Motion Behavior
3 N3 X" @2 H) h- `* K% M" ^- Fixed non reproducible simulations when using more than one particle system0 h0 J+ ?) z9 A: z( x1 I. ^
- Fixed disconnected roadmaps in the NavMesh Creator
  b4 n5 q8 ~3 k2 D6 Z  |- Fixed no Cache Replay display on CentOS7& ^4 S/ }6 _  b2 F; K
Refactoring5 M6 O4 q5 }) G# o4 ]
- Replaced User Properties with Arbitrary Geometry Parameters in the Alembic Baker
$ n6 r4 R) r6 g/ r1 |- G4 q* C- Bake Simulation Cache Layout as a Simulation Cache has been moved to the Simulation Exporter Tool (Baker tab)
+ O" p! ?& A) a- Decreased limit for warning message when computing a NavMesh for a huge environment
) a8 v  W6 u; E# `: U- Target reachability is checked even when there are multiple zones in a NavMesh3 s$ L5 L: c7 v4 X# w6 o' \
- Removed Layout operations on a CrowdManager Node (Kill, Set Mesh Assets)
( \3 A; s- h" b- M' }- Render Previz geometries get refreshed when shaders are imported: u3 g+ R1 p, e  U6 M7 e2 J) H9 T
- NavMesh Creator now ignores hidden geometry
5 b" I# B+ A/ h- f% r8 BAPI$ D$ i4 W, J  p0 |( u# z/ C
- Added a -personal flag to the glmCheckLicense command
+ u4 m& E7 }3 S- Added a -savedWithPLE flag to the glmCheckLicense command
& ?1 ?: F1 \4 L4 [- Added a sortedBones attribute flag to the glmCharacterFileTool command
" J, Z# y: a  l: i- Added a entityKilled attribute flag to the glmSimulationCacheTool command, b8 r. G' Q' j3 g4 h
- Added a boolean return value to the glmConvertFbxToGcg command& X* M# X& d4 h* m6 ]) x

' g8 u- M3 _7 U/ P2 aFor What's new in v5.3.0.2: 1 o" I+ t: e: I+ t% D& h
Bug Fixes' N% T& D6 m( h8 o
the Fixed file browser for the UI Maya 2017
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% A2 V1 S) _0 M% v" HWhat's new in v5.2.0.1:" }+ b; l' q8 n. M( p  B0 E
Bug Fixes
. s; ~' d9 ?1 n& c- Fixed a crash when displaying the simulation cache in Viewport 2.0+ @" D; r0 d, v! @
3 F" u2 }: i6 M5 ^/ ]/ X
What's new in v4.2.2:
5 t! x, S- e: K% e! Z6 [New Features- u4 X- X; w0 \6 |) S5 p8 v  l
- Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)* R! K4 Z" y& b2 A* H( ?, ]
- UVPin Behavior to remap simulations on a specific UV Space2 ~$ ?% N9 N+ p: Q
- Support of Maya File Path Editor to relocate files
0 x  H; w( T$ N' M- New direction channels (boneDirection, paintedDirection)  Z& o9 K0 @- Y: p0 r2 L( ?
- Master Entity Channel
% i/ l6 a2 L% n9 u: A8 u6 n7 V( d- Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator) q) f5 D& f% {* |
Improvements
5 U: n5 ]! L' F: l: F* J5 s- Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker
. W% l( T% e6 w, c, l- t- Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker
* e: M  P  p; ]/ b, o6 t* _- New Reset Angular Limits button in the Character Maker  J7 v8 k' `. ^! V( ]4 C, n3 C
- Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker- O# P9 A, x; b# O8 Z- l
- Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior# @/ l/ _6 I) P( G# T% w
- Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior# v3 t$ A. b) A! A6 O% v" |6 n/ X! y# y
- Added Separation, Alignment and Cohesion Weights in the Flock Behavior, [* O* x4 h/ v2 l# z4 [! I9 z
- Added a maximum up angle attribute in the Flock Behavior# y& A; L2 s- z) p. z) g2 }
- 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)2 }0 l7 Y+ B( s' L: c+ U% o
- Crowd Rigid bodies are renamed accordingly to their associated mesh transform
6 Y1 ^+ T) |( o7 MBug Fixes
: G9 [& ^" Y) O9 V, ]& N- Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields. L$ Z1 S4 p3 H; |
- Fixed a crash when loading two skeleton consecutively in the Character Maker/ c" w, k1 M' f) j
- Fixed a crash when unmapping Maya geometry from the Terrain Locator/ b" ?% ~% p  I, d8 ?$ l
- Fixed a crash when Expression Trigger was active and empty8 L) F/ T; u% I
- Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene) H# ~3 b, K3 W/ n- e7 _$ a
- Fixed wrong computation of collisions when using default values in Physics Collision Triggers
7 R8 y: `  i+ G, T2 G( I- Fixed camera update when playblasting crowd simulations with VP2.0
- j% o* F# i8 w- Fixed 3Delight Render Proxy creation with Maya 2016- V9 i; l. b7 p2 I% a# c* K
- Fixed update when using multiple splines with a painted surface
5 w3 s, g& C! [, U7 N, ]4 k$ _8 d- Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone
# u& y  ~  c4 D2 I. {- Fixed creation of a Crowd Rigid Body without a selected transform object
8 T  D  j; Q: Y" w1 _" W5 |% P- Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms
6 ~" H# c# f' `7 p- J/ K2 t- A( v! W- Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode# G- Z# w- I4 S1 z
Refactoring" I" j. f. w1 \% v0 W3 O$ k6 `! }
- Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute- r% I5 I( l$ x+ Q
- Default values of Physics Collision Triggers have been changed1 J0 M- R0 \( I
& U$ ~) b6 R9 d6 k) L
What's new in v4.2.1.1:
! q) w& {; G  }7 {% P/ J2 H0 P5 c- Fixed CharacterMaker physics spreadsheet selection and updates# Y8 K- n) t: p: A8 T
v4.2.1
1 r5 g$ a. r' J! D4 \3 d5 Z  @7 O% KImportant Notice8 M8 w0 Y" C1 L& Z2 {/ y* ?  O
From this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX)6 _8 d) y+ L9 c) a/ l
New Features2 t  u6 V' G: M9 v% {% y
- Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation
6 R2 O+ `+ j8 w: R4 H- Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects
0 s! c- Q1 o. T- h( k- Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)! U2 f9 P8 }" W+ C& {5 J! k
- Collision Triggers now have a collider / collided property0 ^$ Q# A+ B- c" o
- Containers can be expanded / collapsed in the Behavior Editor
  c5 e! L& {, Q% Q- New Channel / Expression Trigger8 Z* R3 _+ v5 U) p  P
Improvements
: Y' u3 S- |4 _0 V1 B9 u0 n- Crowd Rigid Body shapes are configured automatically based on the connected object properties
1 Z. F& D! W  G) q! v- ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
9 D$ W4 b5 N2 i2 Q- Heading / Attitude / Bank offsets in the AdaptOrientation Behavior
! X: R7 m" U' t( O, p6 P1 C- Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin
+ Y: n7 ?8 s  s+ k& T3 _4 g- VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max: z: Y1 m8 `6 e; r+ o
- Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache3 o* p( `0 ]; G3 a+ H
- Edit Physics Properties window selection now selects the corresponding bone in the viewport1 r- d# G0 R5 }! [8 t% Z" O8 _
- Unphysicalized bones are not displayed by default in the Edit Physics Properties window4 t0 k/ h7 q' C/ |6 h& a
- Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker' [% g1 a* J6 v
- More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)  X2 B& D9 N2 E8 M7 j6 o5 n# i
- DirectX11 compatibility tool( h! I- ]6 z* Q7 C: }
Bug Fixes
  M# Q0 l$ z1 c5 o3 f% N, u2 c- Fixed Locomotion Channel in MotionClip nodes
0 Y2 s# G( T% c: y, ?; N7 u9 M) L$ E- Fixed Geometry Behavior evaluation when Time Warp is used in a scene
% z7 q3 w6 I: d4 |3 X- Fixed the Alternative Operator interface when changing condition order
! G/ t- \$ A9 r- Fixed Alembic export with blendshape animation7 f  `) Q8 w" `. j6 j3 f$ }; [
- Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
4 a7 i# `( Q7 W3 h# b- Fixed geodesic skinning support in the Render Previz display mode# o& G9 Z, s9 i! ~* r
- Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache
8 u; T8 \- Q) E3 ZRefactoring
3 s$ U" @7 ?8 B! R5 W- Refactoring of all rendering plugins to use the glm_crowd_io API (see below)
: Y! L3 ]+ A- A4 ^6 ~( z8 n- Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes
: e5 v  c+ E. W( q% b- Fixed the save of the position of the VisualFeedback window/ @8 O% t5 f4 T$ k8 i$ j
- Fixed the save of the position of the MotionClipPreview window
$ \. a) ]' O! f  T0 `( G- NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)
! K( t8 [$ @$ x6 P4 M- l! g- Creation of several Crowd Rigid Bodies when several objects are selected
+ K, H6 Y' n+ MAPI
; C9 U- _: n4 V' r9 n! N- Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files
+ K! L( c3 p0 n" q& H/ q* f; \4 g5 Y- glmSimulationCacheTool command to query Simulation Cache attributes
7 W) n* i1 L% |( F- glmCharacterFileTools has been renamed to glmCharacterFileTool
& F0 K$ F5 X1 w0 n3 I8 A/ K+ k& {
8 @" Z/ s* ?1 m" x
- F7 s% z" a, q$ i8 s; |9 IWhat's new in v4.1.2.1:
/ G, u: F1 S: I: v& Z0 H3 }$ A3 qBug Fixes
' F8 q9 @; ~5 B8 y- Fixed an important memory leak during simulation (appeared in version 4.1.2)
, ], x- D3 ~+ k, h- G. H- Fixed a crash when rendering different Character Files with Arnold: s; ]; j- i! e  s5 |  Q6 j

9 w, M/ n' e+ t" {/ n. ?* Y& \' c) {What's new in v4.1.2:
2 z0 D1 E' z( _( u4 sImportant Notice0 J, v7 \, }1 K% q5 y4 }2 @, L5 T
From this release, Renderman 18 is not supported anymore0 f. `6 I0 a) l) ]
New Features0 t6 v6 b; y  v  x3 V0 e
- Support of Renderman Studio 20.0
& f8 q" D# w2 @) H- Support of Maya dirmap mechanism
- f2 b1 ?% W6 A  r& R7 |- Render Previz display mode supports Maya Lights (ambient & directionnal)
. O, n6 M1 M1 u6 M- j* K3 }- New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported): G/ `6 t4 |! q5 A+ x5 m* z! z
Improvements
+ Y  @" n1 @9 r" R2 F6 j1 D- Flee target mode in GoTo Behavior
9 j0 ~6 ^4 W9 l) j+ s) x- Expressions can now also be used in the SetBone Behavior
0 B% A4 B- F, j7 [3 E/ r- Vector Channels now support [x/y/z] (this.position[x])% e1 ~" N( t4 J$ `3 J
- Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
& H& R! Y; N# r1 {+ a8 O  p- Roll bones can now be out of the Limb bone chain in the Character Maker! q2 J9 ?8 A% f- H, }2 B! r
- Added a second curve in the Loop indicator to improve precision in the Character Maker
$ s4 w, f* R: b/ Y4 }$ X) H) [- Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)
& c4 Z+ y& a2 d% h: E" ], ]- VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts
$ Q  q% {- b, ?. L4 W4 h' TBug Fixes- L$ x8 ]& ]4 k- {
- Fixed a crash when Character Files were not found in the Simulation Cache Proxy
  u, B2 T% W5 D  |0 m; T4 z- Fixed a crash when the Character fbx and the Golaem Character have different number of bones6 Q9 s$ Q) m+ ?
- Fixed a crash when using a MEL expression in the Attribute Editor: b, d0 m: c  R
- Fix Physics Collision Entity Type trigger  P/ G& X, v$ C* Q
- Fixed Attitude computation in the AdaptOrientation Behavior
( _( P3 S4 h4 K! Z4 x- Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame0 Y8 B, G" i$ @/ q9 ~( D3 H
- Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker
! K2 k, g* c7 zRefactoring
2 f8 H4 q" M9 L3 C! o  ], ^, G- Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors7 n0 C; F9 R; r7 z4 ^" y; A& L9 A7 H
- The #noise# tag in the SetBone Behavior is replaced by Ramp Controls
/ I$ E4 K/ I; e  i, c7 J* \- Render plugins now log an info line when rendering starts7 K% w5 M- n, T1 q. n! }
API
! Y5 {1 [5 m* {( e+ @, p. Y- glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)+ R1 s) h% o$ B+ k1 N# L
- glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools
% [8 l6 x# g0 L  B6 y/ \- Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism
0 V  e) D: c! E% N$ F9 c) h/ _7 r7 \
* Z. @" q4 B9 q9 Z; v; oWhat's new in v4.1.1:
" X2 u: n; b0 p3 C! ~Important Notice5 i! R% X/ y. ~# }+ a/ q( s% e$ x/ i
IMPORTANT: Notice that starting and stopping duration attributes in Motion behaviors have changed between Golaem Crowd 4.1 and 4.1.1% _) K' r$ }7 R+ g) ^
Use MEL function golaemCrowd41To411() to update your scene from Golaem Crowd 4.1 to 4.1.15 C  {/ F$ `; Z
New Features: X. u+ P* W; T& c
- VRay for 3dsMax proxy can now display cached Entities as bounding boxes/ U8 |3 J% \, a
- VRay for 3dsMax proxy allows to control rendering parameters directly in 3dsMax
0 M4 J. x2 o. d" G5 [- Renderman for Katana export tool in Renderman Studio Proxy+ c; E# b  o; p0 Z0 W$ A6 q: L
Improvements0 \. ]' e& m" n
- Support of Renderman Studio 19.0 for Maya 2016
2 `( O3 `# V% r- Motion, Locomotion, SyncMotion, LookAt, IK Behaviors have now starting & stopping durations controllable with PPAttributes
3 @2 a5 D, Z+ Z' M- Highlight Behavior, Trigger and MotionClips selection in the Behavior Editor Outliner5 R1 R# Z8 Y( f7 K4 g4 ?8 u' b: [
Bug Fixes
: P$ u! f. O' s- Fixed a crash when painting on meshes without UVs& N1 g4 U3 z/ [% S1 o
- Fixed a crash when a particle system has a groupId but there's not GroupEntityType defined- @! C* r1 x6 u) ?* f% M
- Fixed a crash when only a part of the Entities have Squash&Stretch bones in the Animation Bones display mode" i; H+ J, R( X
- Fixed a crash when a Force Behavior was started on an Entity that has no Physicalize Behavior
$ _9 o9 `  S+ e, N- Fixed frozen Entities when using the Physicalize Behavior+ X. q7 r- y- s  F/ |
- Fixed inertia computation when using the Physicalize Behavior
. `; M/ d. F4 ~' x3 B+ u- Fixed wrong display of sphere bones in Physics Shape display mode
. h* D6 Y; z, P. t8 G$ }1 z- Fixed an issue that allowed to connect two nodes inside the same operator
4 y1 \* [! ?  j% y# q- Fixed SetBone behavior blendshape expression
- I3 j9 t9 B1 z8 i5 g- Fixed Proxy transform combined with frustum culling
# H4 w3 o  ^1 m" H5 w: e8 @- Fixed Mental Ray frustum fov calculation# u3 R3 z! d& a* L: O: ^
- Fixed VRay for 3dsMax Proxy random render issue# u6 n8 u! C5 j: |% ^
- Fixed VRay for 3dsMax frustum culling6 l3 g" I" h* C, l
- Fixed vrscene export of the Simulation Exporte
  W/ W+ O1 q" g$ Z! V; Y: P- Fixed import cache format detection in the Simulation Cache Proxy
) w, w0 m6 Y! ]1 K, Q; [- NRefactoring
/ J/ k" P- K. V: r- E- Removed Partio cache format option in the Simulation Exporter  K1 J. b1 `/ k8 B
- Added a license check to the commands glmExportMotion, glmExportMotionMapping, glmPaintTool, SimulationCacheEditorExport/Importor  ^! q6 a  H% Y, N) }9 Q
% q& b( d+ V3 ~1 k: L! f
What's new in v4.0.5:+ D* H8 O$ |( Y0 u( D% r  q
New Features
- Y4 n" n5 j# Q0 C8 d- UVPin terrain adaptation  V/ Y! D1 t+ [' Y# @  ~9 [
- Simulation Time control in the CrowdManager node (supports Maya Time Wap)
. |) X/ ?% p) i! _$ U1 }+ C4 ^) i- Simulation Export pre and post MEL/Python Callbacks
/ ]5 O  t# v1 m, J6 Y- Support of Archive Scene Maya feature (via the CrowdArchiver node), z! b8 @# y; ?9 _7 e
- Support of Maya 2016: }: @: t$ V6 l& h# m" N
Improvements
$ U' r1 k) J+ b. o% j( z( Y- j7 I- Global CrowdField control in the CrowdManager node, x$ ^7 W) V. D% E. l
- Light Linking support in the V-Ray proxy( d. R. \! c5 c' Q
- Render proxies can now be created in Maya batch
" n- O7 ]) m! x1 B8 A( p1 M+ e- Focus on the selected Behavior in the Behavior Editor from the Visual Feedback selector3 Q* U+ \1 B5 W. j; `2 r2 w
Bug Fixes
2 v' t* d5 T. w2 N# o: r6 F- Fixed a crash when exiting Maya after having rendered with MentalRay3 }9 y- X9 J, j/ D( X, O1 n% F" ^( C
- Fixed a crash when exiting Maya after having rendered with Arnold
% ~2 {! X, y% U: J, S! k- F4 f7 X7 t5 H- Fixed a crash when rendering with 3Delight ; X, }6 g7 {5 M) M+ B1 {8 F  P  O
- Fixed a crash when opening a scene if the working station has no graphics card
, ~; T, k+ s3 v- Fixed blendshapes assignment in Render Previz display mode
* b# D0 _6 ^4 U& z) u! @" @' }- Fixed ground adaptation on no-spine Characters
& G3 z) U+ v& @. d. X5 ]- Fixed Vector Field target refresh5 b% A" U( @3 ^0 m
- Fixed Simulation Tool Rib export (bad syntax)
. M$ t1 m; j+ y5 s, K9 t3 ^- Fixed Linux silent install not properly using Maya default install location0 n! ?* I5 @7 p
- Fixed RPATH not properly set on rendering plugins% h) I" V2 a8 ^9 `' H5 p
- Fixed Physics Shapes meshes and Shader nodes not correctly deleted when deleting the Character Maker Locator
$ P6 x3 e6 {9 y- Fixed Simulation Cache Proxy losing its Character Files list- z6 U& ~4 {' @7 |

/ w& X  ^# F5 [0 ?& c6 _1 KWhat's new in v4.0.3:
2 q; H# U4 ~  q4 Q% H+ K- K. TNew features
* N+ G6 S, k: V% c9 P- RendermanStudio Render Proxy now supports Renderman 19.0
- K- \' m% J" j  r# N8 Y$ U& O% Q7 N- RendermanStudio Render Proxy now supports Subdivision Surfaces
5 |$ O2 P) J3 R$ b! q6 D% b' i9 L+ B- Character Files now contains Shader Groups9 e+ `/ Q% }8 b+ n
- Blendshapes values can be set from the SetBone Behavior# K' ]' @9 D; a5 ]) i
- Blendshapes values can be read from the Attribute Behavior (new Channel)5 k5 o' f$ j" W4 j/ H
Improvements2 {: ]' j2 B; H- _$ M6 S
- Constraint Behavior can now constraint position / orientation / scale of a constrained Maya object: Y' K& J7 D% Y  F4 K
- VRay Render Proxy now has a Frame attribute (to offset Simulation Caches)
  j, |9 y# W1 Q' x- Alt key to duplicate a Behavior from the Behavior Outliner into the Workspace; m- z+ A3 y6 G4 _% M
- "Save As Template" now works on single Behaviors2 ~6 u( [% U+ l/ Z9 j$ K
- Alternative Operator displays an id for each condition in the Behavior Editor8 h6 c5 _8 B2 j3 z$ q$ q; _
Bug fixes+ N" d) e' j9 m6 H. r' \7 n
- Fixed a crash at the CrowdField Start Frame when the simulation was not completely rewinded
8 \( k3 o) C5 |& f7 d2 N+ \/ W- Fixed a crash when resetting shaders on an Empty Mesh Asset in the Character Maker8 n+ ^3 l3 i% @) i  G% g
- Fixed a crash when editing the Physics Shapes in the Character Maker  P. g% r" ~/ N5 o) E' L
- Fixed a crash when deleting the Character Maker Locator node
0 g* y  t6 f$ q( I/ {7 P& t- Fixed a crash when using a not valid mel expression in the SetBone Behavior
: W& U* c7 t) n3 m# Z8 _; \; b. M- Fixed Physics Properties reordering in the Character Maker
, Y# T- H, n5 G5 b# v4 F. O3 t- Fixed multi-Population Tool Locator emit2 F% B6 S# y1 B* O' \4 P" S0 H
- Fixed bad picking when using Impostors Display Mode
7 B, N$ U0 g4 ], W5 D- Fixed the edition of a motion delta orientation when exporting a Motion file in the Character Maker. {& g, P% s7 R. g7 b
- Fixed the Character FBX Export (non-skinned bones were not exported in the .fbx file)# u# ?, S+ {' n, c5 _6 K$ M+ c+ V! ]
- Fixed Batch Render when motion blur was enabled
4 x# D/ ~( k6 d5 ]! w- Fixed Arnold Batch Render when a CrowdField was in the scene4 Y- f: n+ ^9 Y5 [8 k
- Fixed Renderman Batch Render callback
/ c* u# E# j2 P- Fixed "Save As Template" feature when Target Locators were connected to a Behavior
/ p! p* Q: @8 o. B7 ^4 P  l- Fixed "Add New Entity Type Attribute" feature in the Behavior Editor
$ i- H8 L) e/ s$ Z; I3 f% R% wRefactoring, t) B- g. R8 a
- Combobox instead of tabs for Character / Motion / Motion Mapping in the Character Maker
1 }3 A& g) d. l2 \- "Relocate FBX" context menu on Geometry Asset in the Character Maker" m, Q7 N: C2 `: T- Y0 \. v: U! I
- Arnold Render Proxy now uses Shader Groups to shade the Crowd Characters. |7 ?) Q# S; Z% b0 d3 p
- Alembic Export now exports Shader Groups as a User Attribute% T" i6 F& I  Q
- Creating a Cache Replay Proxy switches to Cache Replay Proxy Mode3 i, s5 _# q! ]: K
API, ^8 r5 |# O7 d! i8 |& T% h* t6 J7 m
- New flags in glmExportMotionMapping in order to create and export automatically the .gmm file( Q! G- \( q! u. o2 `
- glmSortParticleIds to sort particleIds of a particle system along x or z axis
/ N! @' v( ?# R5 g; f2 g1 K* e# U6 B' z  `: N& a+ L- K) v/ ~
Supported Rendering Engines:; W" Z2 P0 h' @1 L# r
- Mtoa 1.1.X & 1.2.X/Arnold Core 4.2.X
$ q5 b# ~0 b7 F4 L- V-Ray For Maya 3.09 @0 Z: t5 Q. v+ ?  O' M
- Mental Ray For Maya (any version). a$ J* x. s& s7 @% C7 `# R
- 3Delight Studio Pro 11.0.XX
" `. S! w& o/ S1 j5 s0 ?2 @- Renderman Studio 19.0
3 p, H( C, }" p( s( g- Katana 1.X (Arnold only)% s' k# U+ G; Y) d2 K' @- H
3 E9 [2 D- l6 k' y; @
Also supported (but must be manually installed):9 v! L* h6 J" [3 h
- Mtoa 1.0.X/Arnold Core 4.1.X 6 e0 o, `  R* S" e
- V-Ray For Maya 2.4
6 ]8 m6 U5 P. |) D, U/ K! {& z- Renderman Studio 18.01 M, g- H9 a9 L# g8 _

7 o' b$ ?' l" T* h* \. p2 }9 F7 u/ y
% I  Q# y2 O3 Y: K
Download:
, {) ^; q; W) B4 h2 fGolaem Crowd v4.0.3.zip
0 x. V8 A$ A: b+ C$ W3 ^Golaem Crowd v4.0.5.zip7 p0 r# o! m. F) Z7 ^8 ]

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