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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" S' T2 b6 V: B) o- Q9 G
Program Type: Artist-Driven Crowd Simulation/ v! s0 q  P- c/ W3 W. {! h
Developer: Golaem S.A.
# p) ]: ^5 o( Y& e- R7 L, rHomepage: _http://golaem.com/content/products/golaem-crowd/overview
. P# S: @8 c( i' m) O# xRelease Date: 19.11.2016% O! g9 ^8 @: _$ c3 b) z0 ^
Interface Language: English6 u4 `, @( ?- ~% K* @
Platform: Autodesk Maya 2015/2016/2016.5/2017, 64-bit ONLY/ b: t6 U0 f4 x! V3 g9 n0 i
File Size: 21.13Mb / 21.12Mb / 21.13Mb / 20.89Mb
9 W; P% J* z. t1 H8 x) H$ m+ V; _; `! O+ t4 @
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.
% }( x- Z' P" {+ P* x+ A4 \
+ y; |' A" r* m. X• Create Convincing Shots in a Few Days* z5 r. U' P$ r8 Q  @/ w3 v& M! s, w
- 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.
9 V8 I% Y& |/ L+ c0 I/ N- Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions.
& k( `* U/ ~' I' C- Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.
8 {6 O, I9 D) ]% @! ?7 t. r( y& h1 }" w, E
• Intuitive & Powerful Toolset
% F1 ?! l! f# n- U! A4 x3 F- Placement Tools. Take advantage of the various placement modes and automatic obstacles detection.
: n; ?  J4 L" F1 v- Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.
( M/ v( s& C5 g5 p2 p$ l- Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground...$ `/ k+ t) g: F; p( D" E
- 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.
+ s: c; Q4 ~0 X+ C* o2 w- Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.+ }# {3 ^  u' `; B
- Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.
3 T6 D: z& w3 f- P% E- Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins.8 W9 s0 {; W$ r  p! F- @; q# K5 l# 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.
% g9 Q. u/ ^8 P" h0 a9 h
8 l2 f& [- a# o8 n# d* w) P* D, ~# {What's new in v5.3.2.1:
8 H" ~& I* l7 N- P& q8 fImportant Notice
. l' H0 Z$ Y% M  d& Q. SFrom this release, Evaluation licenses have been replaced by Personal Learning Edition licenses.
5 N/ r' g# O7 J1 [6 x' q9 \Personal Learning Edition licenses are not time limited anymore but all files generated will be "waterwarked" at rendering time.
3 E; f2 {4 n( eMore info on http://ple.golaem.com >>
  _: O+ v' b/ M7 \New Features- O; o6 K# o6 A; K7 y
- Shading diversity in the Redshift render plugin/ V7 E2 |- `& j" R0 Q
Improvements2 `* Y0 A) D! Y* s0 j
- Values of Time Offset / Time Warp layers can now be set or added
# q  \2 X+ |0 n. \% N/ F9 U- Improved Bind Pose Detection Mode in the Character Maker (now uses skin clusters information). M% }: S* W& d
- Improved performances when using multiple Simulation Cache Proxies in a scene
; [5 |; y% g# K4 f: v- Added support of instances in the Redshift render plugin: O3 L7 d. O1 ]4 ~- O7 e
- Added support of Vector Shader Attributes exports in the Alembic Baker; Z- f9 s9 ~2 h( a
- Added selection information in the Simulation Cache Layout Tool
" g* ]  ^7 `; w- Added default material support in 3delight and Renderman render plugins
9 m# v, u  _3 G; `$ j2 {- Added Up axis check in the Maya Scene Settings Checker
7 Y. O4 e3 T# w! A  _- Support of scaling in the Character Geometry GCG file
& q& Z. v- i7 m4 f- w9 B+ i- Support of Blendshape / Blind Data animations in glmExportMotion' M" [! ]* ^' c: d. p0 k8 U
- Added evaluation mode in the Ramp Node: B7 B+ j$ ?# s/ P5 [# R) t
Bug Fixes
, v- L5 M0 K$ x$ E$ K& G- Fixed node transform not taken into account by instanced geometries at render time
  R- w' k2 o* X) |5 f# ]4 C- Fixed simulation display frustum culling when using huge values for the far clipping plane
6 l! {% o+ I% F% O% r- Fixed creation of Stop Triggers when duplicating behaviors% }+ `8 a, P% Z2 e; F# X5 f) V, ]9 k* N
- Fixed mapping of Motion Clips when duplicating Motion, SyncMotion and Locomotion behaviors
+ A+ U0 U. f+ }: |. m5 {$ D* l0 q- Fixed mirror animation in specific situations/ i1 V# E/ Y% `
- Fixed a crash when rendering more than 8 Crowd Render Proxies% e0 @% }4 O. F# L- X
- Fixed a crash after picking an entity with a start frame different than the simulation start frame
8 I: ]* _% P& l- Fixed a crash when exporting an empty mesh as Character Geometry GCG file% J3 Y! D! ]  k( D; n
- Fixed a crash when refreshing Simulation Cache Proxy when in Simulation Mode
& A2 z0 ]8 t+ o0 t( r- Fixed a crash when using ragdoll with zero-mass or zero-density" L" K" r, X- i: X; V* j: ~
- Fixed a crash when a ApexCloth behavior is started
9 X8 c3 U2 i3 y6 Q; k8 R8 |' {- Fixed a crash with uninitialized entities in VP2
: e: V9 i. Y) e6 e0 H- Fixed a crash hen rendering a mesh without a shading group in the Redshift render plugin
4 S; C7 |+ t7 h1 J- n- C+ w- Fixed normals when using Render Previz on some Character Geometry GCG file2 N- O0 y- N; d( y$ n
- Fixed multi material handling in the Character Geometry GCG file
! ], L+ `. v- X  B- Fixed ground adaptation when the entire motion had footprints
8 @) o9 K! x* C$ Q+ Z. h9 }- Fixed ground adaptation when blending with non ground-adapted animations# K( t3 ]4 v( `, }
- Fixed material export when baking a simulation as FBX/ B4 r) a3 u" n: H' h6 d
- Fixed namespaces creation when baking a simulation as FBX4 }( T! @, a! p$ j. i5 e
- Fixed display of Box Crowd Rigid Bodies with VP2( I7 t! N0 C$ v7 _, K' K5 E) ~$ D4 ^; Z2 w
- Fixed parameters not correctly taken into account when having multiple Flock Behaviors
9 i6 D  @* H: Z; t- }+ N- Fixed Sync Mode based on Body Mask in the Motion Behavior( C4 l( @1 i7 `* M+ w( i+ _, d* ^
- Fixed non reproducible simulations when using more than one particle system" k  z& r& h6 {+ k& y' j" l* n1 w
- Fixed disconnected roadmaps in the NavMesh Creator
7 C6 |; T% Z6 L% m- Fixed no Cache Replay display on CentOS72 B% j( i8 j8 U
Refactoring
0 H$ r+ C5 G6 [  s3 k/ _. Z6 O  O- Replaced User Properties with Arbitrary Geometry Parameters in the Alembic Baker, X: H& e$ V) Z3 |1 L$ h6 X- W7 s
- Bake Simulation Cache Layout as a Simulation Cache has been moved to the Simulation Exporter Tool (Baker tab)
- B6 C. g" h* q% z+ P" P+ b- Decreased limit for warning message when computing a NavMesh for a huge environment0 i& y  r3 w7 C
- Target reachability is checked even when there are multiple zones in a NavMesh
% j; Y& q! }; U& |# b) c# U8 A- Removed Layout operations on a CrowdManager Node (Kill, Set Mesh Assets)
5 s0 S7 O- S* ~% A9 F- |7 g- Render Previz geometries get refreshed when shaders are imported
: x. k2 P/ j$ z$ s* h) S- NavMesh Creator now ignores hidden geometry
6 l- N: n' F7 A) K8 f# _$ rAPI
1 q- z: q5 n# |- Added a -personal flag to the glmCheckLicense command
5 s; Q" _5 C! \; Y7 A- Added a -savedWithPLE flag to the glmCheckLicense command4 F6 V* Z  a, O5 j
- Added a sortedBones attribute flag to the glmCharacterFileTool command0 a# U# W' @' r! D- \7 k5 D
- Added a entityKilled attribute flag to the glmSimulationCacheTool command2 q' f9 K; k9 c& H& D+ a, I" E
- Added a boolean return value to the glmConvertFbxToGcg command
9 e& V6 N. M- k% x5 k
" Q9 T9 ?: `, J5 P: JFor What's new in v5.3.0.2:
0 P5 M8 Z' S) u2 M" _8 `' U9 iBug Fixes
& ?; x+ [; J, ?- o3 R) o6 C3 j, [; zthe Fixed file browser for the UI Maya 2017 ' |& z! @$ b9 J" q* z

; M+ ?. T, }# U$ U+ H, l1 ]# DWhat's new in v5.2.0.1:
) x4 G' X  i# D( H8 @4 u5 Q& HBug Fixes
" U$ Z( B! I6 R% q2 M: k- Fixed a crash when displaying the simulation cache in Viewport 2.0: p- u( e5 t5 m1 X, A, L

2 i* p. H8 K' V- U5 CWhat's new in v4.2.2:9 n5 S; M+ H( ?9 @1 ^4 u4 Y
New Features
# V) ^7 B# h& X! \3 m' L- Master / Slave Behavior to constraint Entities from one Entity Type to other Entities (e.g. spear entity to soldier entity)) y5 h. _* j+ V' G: F
- UVPin Behavior to remap simulations on a specific UV Space
+ s9 N& q& D, \! p8 n- Support of Maya File Path Editor to relocate files" E/ ?- a% `# R, p5 p/ O3 x
- New direction channels (boneDirection, paintedDirection): D7 f! O' c* j6 K! W2 I
- Master Entity Channel3 a+ B: n5 [# P6 x1 j
- Rigid bodies can now be exported in a PhysX environment file (.xml) from the Physics Locator
+ L1 Z# }5 o1 q: n2 cImprovements6 Y$ R* g& K6 r% Z- t% W" n& g# f
- Automatic computation of a Character Physics Properties now excludes the effectors from the physics by default in the Character Maker* c1 b! n0 z* n9 Y7 j7 E, q
- Automatic computation of a Character Physics Properties also computes angular limits based on IK Planes in the Character Maker6 l9 Y. t# a! X1 Q- R
- New Reset Angular Limits button in the Character Maker
) G1 I, e  ^+ x7 N$ a4 w- Visual Feedback on nodes when the hierarchy is different between the Golaem Motion Mapping and the source Character in the Character Maker) O2 J- F* N  k' r
- Force direction and magnitude can now be controlled with dynamic PPAttributes in the Force Behavior
/ O; X! j9 P2 {( d, U1 d  w) \- Added a velocity threshold attribute to stop the Entity in the Locomotion Behavior
: P: h- k: n9 g  K+ x- Added Separation, Alignment and Cohesion Weights in the Flock Behavior
; Q+ P( G9 z& l6 C4 q2 c" B5 h- Added a maximum up angle attribute in the Flock Behavior
4 h* ?( K& f. w9 V- 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)
$ n& C2 Z/ i, h. N* H8 U6 W* R- Crowd Rigid bodies are renamed accordingly to their associated mesh transform
) I% x- B, d* q; W8 _: cBug Fixes  z, K" T; D. [- S
- Fixed a crash when batch exporting a simulation having Painted Zone / Vector Fields
! f* L4 d  ^1 M' P/ J2 k% o- Fixed a crash when loading two skeleton consecutively in the Character Maker
6 U( h( e$ o: t5 ^4 `9 ?- Fixed a crash when unmapping Maya geometry from the Terrain Locator% h+ E$ s5 W; O! y4 t
- Fixed a crash when Expression Trigger was active and empty. p0 _5 V6 _5 X* K1 R
- Fixed a crash when restarting a simulation while having nodes like Nucleus in the scene
1 Y' G7 ^4 J& R. v$ e( N, q# P$ ^- Fixed wrong computation of collisions when using default values in Physics Collision Triggers  A% z5 Z% U2 r, x7 \
- Fixed camera update when playblasting crowd simulations with VP2.0
, C& m4 J. k2 D' b% N- Fixed 3Delight Render Proxy creation with Maya 2016- j! ]$ x$ R4 W! i
- Fixed update when using multiple splines with a painted surface% {# L5 \. G0 G  b( b8 W
- Fixed a warning message when a bone was mapped to both the last extension and first auxiliary of the next bone
& D9 b) ?+ E. r& Y- Fixed creation of a Crowd Rigid Body without a selected transform object* d/ e) V$ ^, j
- Fixed computation of a Crowd Rigid Body when added to a hierarchy of transforms
; R9 B6 `% @7 F6 D- Fixed display of Crowd Rigid Body when in Convex Hull and Triangle Mesh mode
; u2 {' K4 l* \) j. m7 p- t$ WRefactoring$ e5 l& }  R3 n, D3 O' o0 N
- Helper icon next to PPAttribute, Bone, Limb, Effector, Blend Shape Names Attribute
/ E0 T; ]. K( }: {6 b- Default values of Physics Collision Triggers have been changed$ A. A* y0 Q. F3 a
. e  v5 w! D4 I" x8 j
What's new in v4.2.1.1:
2 ^! K5 n. W6 H1 ]9 l0 p) P- Fixed CharacterMaker physics spreadsheet selection and updates( p5 K$ F# s5 q, D# A5 {" P+ f
v4.2.17 g  P/ S" }' X" D2 j8 \+ A
Important Notice
8 [# ?7 O2 }* t  w* iFrom this release, Bullet physics engine is not supported anymore (replaced by NVidia PhysX)
6 R- j# p  J# X: ]6 YNew Features0 r3 j8 Q6 ~, A* k8 O( C
- Maya meshes and objects can be directly used as Convex Hull & Triangle Mesh colliders for the Physics simulation
' a' P; c8 e0 N, K# M5 x$ A- Crowd Rigid Bodies can be dynamically defined as Kinematic or Dynamic objects+ Y$ \; `+ W7 W- S* q7 \
- Crowd Rigid Bodies can be taken into account in Collision Triggers (either using Id, Color or Physics Mode)! t! t7 }% \+ H2 _( `, d3 a' \
- Collision Triggers now have a collider / collided property
4 r+ w; G& r5 [! [2 `) a) d- Containers can be expanded / collapsed in the Behavior Editor
! `5 W0 L( ^8 C, A' @' Z$ d' V- New Channel / Expression Trigger
% A$ j7 z1 \7 \8 _: O4 \Improvements5 O. Q9 K' D& d) z
- Crowd Rigid Body shapes are configured automatically based on the connected object properties8 G4 [$ h3 a4 ~! P; B9 p3 V
- ObjectID pass can be configured in the VRay Proxy (one color per mesh, entity, crowdField, all)
% a! ~, }5 J- T( @7 c- Heading / Attitude / Bank offsets in the AdaptOrientation Behavior
/ C5 h: l+ @2 z3 X- Visibility, Object ID, Motion Blur attributes are now stored at the Object / VRay Properties level in 3ds Max plugin5 h5 `3 s! Z! ]
- VRayGolaem 3ds Max plugin transform is now taken into account when rendering Crowd Characters in 3ds Max
; N  G  q- V6 H- Render Checker now checks if the required PPAttributes have been exported to the Simulation Cache
/ v/ `7 F+ V) k0 F* Q5 k+ Q- Edit Physics Properties window selection now selects the corresponding bone in the viewport
! G5 G  E# ^/ _) ], l: U- Unphysicalized bones are not displayed by default in the Edit Physics Properties window
/ _  _$ T7 c$ `& `6 L- Added a button to remap auxiliary and extensors bones to extensor only (and vice versa) in the Character Maker& |, x' o# P% |1 V$ Q
- More precise visual feedback of updated or ended behaviors in the Behavior Editor (using gradients)  i% }) H6 g0 W* R& {8 ^
- DirectX11 compatibility tool
1 S2 S; @7 ?2 R5 SBug Fixes
, _; A! A$ a% j) }( ~- Fixed Locomotion Channel in MotionClip nodes
% n! f, {. ]3 c$ V4 P- Fixed Geometry Behavior evaluation when Time Warp is used in a scene
+ G! s, P0 c0 R8 d+ M# W! }' m- Fixed the Alternative Operator interface when changing condition order8 w* }0 j: y4 C2 Z
- Fixed Alembic export with blendshape animation7 A+ X* E) x. I+ F3 J% r
- Fixed bad orientation of Geometry Behaviors in the Render Previz display mode
$ _- S' M  r- X! T- Fixed geodesic skinning support in the Render Previz display mode4 x/ g+ a7 |$ j9 y9 E9 N, Z
- Fixed vertex cache display of Geometry Behaviors in the Render Previz display mode when not every submesh has a cache
, v" B, C9 F/ ^% J/ R. ERefactoring, p: X0 u; C& u8 ~; R" [0 k6 [$ Z6 H
- Refactoring of all rendering plugins to use the glm_crowd_io API (see below)0 S; B3 \" \" ^( j7 i
- Motion Blur attributes have been removed from the VRay Proxy and are now read in VRay Camera attributes
" N1 y; M9 F. X; o+ O7 k" f- Fixed the save of the position of the VisualFeedback window
1 @6 [( D+ ~3 r1 p+ v/ P- Fixed the save of the position of the MotionClipPreview window$ L1 R4 E, p0 X# J9 R
- NavMesh Creator can now process any polygon (doesn't have to be quads or triangles)
5 H) y. S4 m4 D; t- Creation of several Crowd Rigid Bodies when several objects are selected
+ o% y; B- ]% T, ]+ B( q3 gAPI
" S' G; I8 L* t1 L& b- Geometry Generation API (glm_crowd_io.h) to generate Character geometries from Simulation Cache files. w& A( G, P' R. p9 B: H- h
- glmSimulationCacheTool command to query Simulation Cache attributes" j, I4 S$ F7 |1 A$ O1 ?5 P  D
- glmCharacterFileTools has been renamed to glmCharacterFileTool( S# c, h6 N1 B' X

6 \2 o, Z1 J3 `8 V2 ~3 x+ I: R/ l& d) k4 G
What's new in v4.1.2.1:8 m# U. j6 P7 }0 L
Bug Fixes
) _8 I8 J3 N  C- D! A( o2 x; x4 U) N- Fixed an important memory leak during simulation (appeared in version 4.1.2)2 c# e* r0 U: |& b; Q/ f0 h' P
- Fixed a crash when rendering different Character Files with Arnold1 w: C: ^: M: `6 a

$ V' w9 C" y' ~6 IWhat's new in v4.1.2:
' d4 x/ p2 W- C( XImportant Notice
3 g, R; h! W  c4 ?/ o! b7 nFrom this release, Renderman 18 is not supported anymore
- S$ u. {" r6 r. |7 b) I: INew Features* b2 l; e) I+ W/ \# C4 P$ a) R
- Support of Renderman Studio 20.0( B( ^& i; U% L7 [# D
- Support of Maya dirmap mechanism% z9 ^9 [2 d7 m0 j' I9 w
- Render Previz display mode supports Maya Lights (ambient & directionnal)
, K* k& y  Y0 j- New Mental Ray Proxy shading system (mia_material_x_passes and all render passes are now supported)% y' O+ _5 `: X$ H5 B
Improvements6 U; T+ {( f  n1 g" i+ E5 c4 z, E
- Flee target mode in GoTo Behavior
+ u/ r5 ?: A8 i/ A4 \3 V- Expressions can now also be used in the SetBone Behavior) A4 L  F4 ~6 q7 b8 T( u% Y: u+ @
- Vector Channels now support [x/y/z] (this.position[x])
4 c, C( u$ _7 d/ f3 R9 }- Ramp controls can now be used in an Expression in the Attribute & SetBone Behaviors
; t  O- `  p0 J9 r4 v- Roll bones can now be out of the Limb bone chain in the Character Maker
$ ~$ x( f4 u! D4 j* O$ H- Added a second curve in the Loop indicator to improve precision in the Character Maker* [0 |* ~" ]3 Q
- Added a #tid# keyword for Mel/Python callbacks / scripts (will be replaced with the EntityType id)0 t2 `- ?7 q% E; v  J3 X8 t3 ^
- VRayGolaem 3ds Max plugin checks if the Golaem VRay plugin is correctly installed before render starts
6 g0 i8 q4 U# I* r1 _Bug Fixes* }1 ^; N0 m/ G+ i# M1 e
- Fixed a crash when Character Files were not found in the Simulation Cache Proxy$ o& C+ f: |5 v1 _
- Fixed a crash when the Character fbx and the Golaem Character have different number of bones/ j1 Y  f- b& u; z$ H7 H) E+ A' D
- Fixed a crash when using a MEL expression in the Attribute Editor; F4 S, f  Y2 a, P) g) f
- Fix Physics Collision Entity Type trigger
4 w$ \# F/ S" c! N2 O' g% E( s- Fixed Attitude computation in the AdaptOrientation Behavior
' @& h1 {2 t( Q, a( G/ f2 t+ q( W- Fixed a bad blending computation between motions when an Motion Behavior is started and stopped during the same frame
: @/ d4 z8 L1 K2 M; n  i- Fixed scaled skeleton import when using the Joint Orient Detection in the Character Maker+ j) p- F% b7 H" b7 l5 C
Refactoring
) E. g6 q! [& o# i1 j, H- Using bone names instead of bone ids in IK, LookAt & Constraint Behaviors
% b- C" k; f" \. n' @- The #noise# tag in the SetBone Behavior is replaced by Ramp Controls& d) W6 x# V# ]8 i7 N
- Render plugins now log an info line when rendering starts
8 ?2 F* v. }8 q& q9 X2 r- ZAPI* c& D5 r2 v% _0 Y
- glmCharacterFileTools command to query / set attributes of a Character File (.gch / .gcha)6 [5 K; c5 b$ I% F8 E; B
- glmCheckShaders, glmCheckBoundingBoxes, glmGetRenderingTypes are now replaced with glmCharacterFileTools3 H1 X7 e  F( R
- Environment variable GLMCROWD_DIRMAP_ENABLE to disable Golaem Crowd dirmap mechanism' X6 F1 B3 w& p, w! |' C

! e4 ^( z; @% b7 U: g8 eWhat's new in v4.1.1:5 e. W5 ~+ N/ w# }) m
Important Notice8 E: V; Y! H3 c: Q
IMPORTANT: Notice that starting and stopping duration attributes in Motion behaviors have changed between Golaem Crowd 4.1 and 4.1.1
9 N: @0 y7 J( T. bUse MEL function golaemCrowd41To411() to update your scene from Golaem Crowd 4.1 to 4.1.1
$ t5 L$ |: z! E  y8 w  N% wNew Features
( y: u. M8 Z+ V. [9 _- VRay for 3dsMax proxy can now display cached Entities as bounding boxes
2 j5 r; L; ?5 |' v5 ]+ J- VRay for 3dsMax proxy allows to control rendering parameters directly in 3dsMax$ V- e- r) @- e' p% z
- Renderman for Katana export tool in Renderman Studio Proxy
$ J3 S/ k3 c1 I% x; W% u9 E! U7 @+ ~Improvements8 X1 L* r+ @+ B- I$ s
- Support of Renderman Studio 19.0 for Maya 2016% C  s/ h9 }; B$ c! r
- Motion, Locomotion, SyncMotion, LookAt, IK Behaviors have now starting & stopping durations controllable with PPAttributes- v( h! ~0 b: m( m
- Highlight Behavior, Trigger and MotionClips selection in the Behavior Editor Outliner- O* b. B  g& V
Bug Fixes; n) T* d6 y% r4 W) ]9 D( H2 P! a) G
- Fixed a crash when painting on meshes without UVs
* z( e1 p( l0 {( d- Fixed a crash when a particle system has a groupId but there's not GroupEntityType defined
: V. r9 c# y8 F- Fixed a crash when only a part of the Entities have Squash&Stretch bones in the Animation Bones display mode, y1 a. }4 C1 d# }7 F( L
- Fixed a crash when a Force Behavior was started on an Entity that has no Physicalize Behavior) _( d8 Y  ]! R4 H2 [7 \
- Fixed frozen Entities when using the Physicalize Behavior
+ d- A- l6 C, p, t& X# Q- Fixed inertia computation when using the Physicalize Behavior/ S, x- `8 B! t! f
- Fixed wrong display of sphere bones in Physics Shape display mode
( R. x" T3 b2 u/ J0 }/ q) u- Fixed an issue that allowed to connect two nodes inside the same operator! H+ p% I4 L! j/ c: R
- Fixed SetBone behavior blendshape expression
& h. r! j6 F7 A0 J$ S6 O- Fixed Proxy transform combined with frustum culling
  x9 J* ~. u8 q+ Q# l- Fixed Mental Ray frustum fov calculation) U$ l2 P9 X4 Y& E' l
- Fixed VRay for 3dsMax Proxy random render issue2 Z/ G" {) q! N3 q
- Fixed VRay for 3dsMax frustum culling
- X+ d: B# Y( G2 L( y  y- Fixed vrscene export of the Simulation Exporte# X% M% Z6 g3 E) R" [1 f
- Fixed import cache format detection in the Simulation Cache Proxy* A6 r7 N$ E  T
Refactoring* a( c8 u& b/ w& l- J; i
- Removed Partio cache format option in the Simulation Exporter1 N) A  J% p( P/ B+ h
- Added a license check to the commands glmExportMotion, glmExportMotionMapping, glmPaintTool, SimulationCacheEditorExport/Importor: S3 e- S# ~! P1 }0 ?& n1 L) a, Y" U

+ M' i$ l9 |; s+ NWhat's new in v4.0.5:
0 Q4 s) X% e, J; F! w% wNew Features5 O+ K5 V9 }: u' n, ^9 E
- UVPin terrain adaptation1 ]5 \. E) A+ L; j) w1 t
- Simulation Time control in the CrowdManager node (supports Maya Time Wap)
. U' T2 ^$ @2 U8 N# Y- Simulation Export pre and post MEL/Python Callbacks+ s" t! y8 Q/ B; s- l$ [, Z
- Support of Archive Scene Maya feature (via the CrowdArchiver node)" S/ `  Y$ N. E
- Support of Maya 2016
% v/ M- M- F: @1 F0 A4 {/ uImprovements
! r! g5 b5 B; g7 `* X- Global CrowdField control in the CrowdManager node* N9 s' y& z8 Z8 B5 l8 X
- Light Linking support in the V-Ray proxy
" m0 x9 p5 Y3 ]  ]2 S& H! I' J- Render proxies can now be created in Maya batch
, n& D5 s4 e( b( f/ ]; `- Focus on the selected Behavior in the Behavior Editor from the Visual Feedback selector1 v# S, u/ @1 I, O
Bug Fixes
# }0 r" v7 R; d) c3 I% G- Fixed a crash when exiting Maya after having rendered with MentalRay
" J3 |5 S- W9 Q7 u8 e; `& }- Fixed a crash when exiting Maya after having rendered with Arnold
, |( ]# K1 n& [' Z9 p" V. _- Fixed a crash when rendering with 3Delight
: E$ ]1 O# x* g) `' s1 x- Fixed a crash when opening a scene if the working station has no graphics card% K# f) s4 y( b; ?
- Fixed blendshapes assignment in Render Previz display mode3 X6 T4 \( n0 z9 s% |. i9 }
- Fixed ground adaptation on no-spine Characters0 z& ]. G$ B2 H. W; \2 Z5 i) g1 R
- Fixed Vector Field target refresh  o, b' K& m& y) R0 J$ I
- Fixed Simulation Tool Rib export (bad syntax)8 K4 q: r6 `- k1 O; V4 i6 T
- Fixed Linux silent install not properly using Maya default install location
, y# J/ @! d7 t! s3 k+ D" v9 Q: B- Fixed RPATH not properly set on rendering plugins5 s+ p2 z6 K3 }$ Y' R* y; H
- Fixed Physics Shapes meshes and Shader nodes not correctly deleted when deleting the Character Maker Locator
$ h# I% {- p& ?- Y- Fixed Simulation Cache Proxy losing its Character Files list. V9 j$ k% ^) J8 I8 G! `; Q9 ~
6 i# t& B. u4 Q. v$ o$ d2 ~5 g
What's new in v4.0.3:
& f+ Z5 {- j" I9 n* V  _, o. t; a1 t9 [New features- c7 [9 G, v1 W' R7 J% E
- RendermanStudio Render Proxy now supports Renderman 19.0* S, t, M: P; S3 \. R( _/ o$ o
- RendermanStudio Render Proxy now supports Subdivision Surfaces
% _5 Q8 T1 X. |- Character Files now contains Shader Groups
# P: h6 [: n* u  C- Blendshapes values can be set from the SetBone Behavior) k" p. Y5 \: R$ Q3 X  A5 Z
- Blendshapes values can be read from the Attribute Behavior (new Channel)
2 @: E+ q5 e1 R2 ~( KImprovements2 h" \4 }: G, L& N$ r5 @1 [
- Constraint Behavior can now constraint position / orientation / scale of a constrained Maya object
( R: t- H" J$ s% `- VRay Render Proxy now has a Frame attribute (to offset Simulation Caches)6 L9 g! y  n/ J
- Alt key to duplicate a Behavior from the Behavior Outliner into the Workspace
+ ]9 P0 d0 j' g7 U! t- "Save As Template" now works on single Behaviors
$ S0 }- q1 L1 @3 b( |7 ?: H' V8 ]- Alternative Operator displays an id for each condition in the Behavior Editor
2 P4 K3 K% t8 J0 I* E' ?" V- J, TBug fixes6 L* a* b3 y; h+ Z. V" x  Y! I  ]
- Fixed a crash at the CrowdField Start Frame when the simulation was not completely rewinded
' _; {6 o# a+ U/ `: ^- F2 a- Fixed a crash when resetting shaders on an Empty Mesh Asset in the Character Maker7 Z3 A: }, P- f  A3 t) m. r
- Fixed a crash when editing the Physics Shapes in the Character Maker
  @: j( i  r+ U4 Z7 t- Fixed a crash when deleting the Character Maker Locator node
% z) K# B: K- t/ D- Fixed a crash when using a not valid mel expression in the SetBone Behavior
+ P: |; @, i) ~; U+ w2 G" X- Fixed Physics Properties reordering in the Character Maker3 D: a8 S0 N0 ^2 A( b  t7 {
- Fixed multi-Population Tool Locator emit4 @1 o: A6 u* z) ~
- Fixed bad picking when using Impostors Display Mode: x  }: l0 @" w
- Fixed the edition of a motion delta orientation when exporting a Motion file in the Character Maker
2 y% {* [/ [7 r" o: z+ S- Fixed the Character FBX Export (non-skinned bones were not exported in the .fbx file)
+ I" C0 @& C5 W0 I( k& d4 C4 U- Fixed Batch Render when motion blur was enabled
' _" u/ W6 l  C  f" B4 s- Fixed Arnold Batch Render when a CrowdField was in the scene/ G$ M; b! f3 W, x9 j5 o
- Fixed Renderman Batch Render callback
& S6 e, M/ s4 R- Fixed "Save As Template" feature when Target Locators were connected to a Behavior
1 S" @9 c1 g8 q5 |+ L- Fixed "Add New Entity Type Attribute" feature in the Behavior Editor1 S; G1 ]& q0 J8 k: H
Refactoring
- s5 g2 k3 i. Q5 ?- Combobox instead of tabs for Character / Motion / Motion Mapping in the Character Maker
. |2 w- g! f( F; t- "Relocate FBX" context menu on Geometry Asset in the Character Maker
( L; M- Y- S0 I- Arnold Render Proxy now uses Shader Groups to shade the Crowd Characters
. r7 y, N* `! u6 E) x, x( P: Q( L. o- Alembic Export now exports Shader Groups as a User Attribute
( M; w) p& O- \0 ^- Creating a Cache Replay Proxy switches to Cache Replay Proxy Mode
; x0 D$ o& v* h- d, QAPI
4 s% z1 l2 }/ _9 j0 `6 q- New flags in glmExportMotionMapping in order to create and export automatically the .gmm file
5 z& k+ c: A- C; Y3 G7 Z. X- glmSortParticleIds to sort particleIds of a particle system along x or z axis
5 g& B9 w, j/ G3 `" o# w* q( M1 @3 \1 j6 L* Y4 w7 g- C
Supported Rendering Engines:
1 a  ]- ~: u* p' a( N2 g- Mtoa 1.1.X & 1.2.X/Arnold Core 4.2.X. l8 u) r3 h+ `% S6 R9 v
- V-Ray For Maya 3.0
% N% J8 L7 G$ B9 C% P6 T- Mental Ray For Maya (any version)
8 d4 V" V/ [; p5 n( ~7 u; L- 3Delight Studio Pro 11.0.XX
/ B. p0 `, @9 J. D2 d- h7 G6 ]- Renderman Studio 19.0
6 A$ S0 g9 z- K- Katana 1.X (Arnold only)
7 `* L( I1 U' a2 y5 k5 v* J
4 D4 r! M  \/ n4 }Also supported (but must be manually installed):
$ H8 {0 z( g% u- \- Mtoa 1.0.X/Arnold Core 4.1.X
7 ?, R  \/ v# R& s- U' ~- V-Ray For Maya 2.4$ H/ p8 Z# x1 x. z2 a
- Renderman Studio 18.02 {7 L+ h2 Z* K0 n2 p

6 [/ y9 P0 o! w6 {  O$ O
1 h- l! |2 l8 L3 h4 A4 q6 r" n6 h+ L/ E5 O
Download:4 b! B* f, G4 E7 ]3 a+ A
Golaem Crowd v4.0.3.zip
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http://golaem.com/packages/Golaem5/Windows/Golaem-5.3.2.1/Golaem-5.3.2.1-Maya2017.exe
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