Golaem Crowd 6.0.1 for Maya 2015-2017 | 111.0 mb
Golaem announces Golaem 6, giving Crowd TDs more accesses under the hood of the simulation engine. They can now customize the way characters perceive and react to their environment, giving them custom Artificial Intelligence capabilities. Other additions include an Emit/Kill behavior, a behavior for Traffic Simulation as well as some improvements on the acclaimed Golaem Layout Tool.
These new features are based on user feedbacks and requests, Golaem being used by renowned studios on more and more demanding projects: Pirates of Caribbean by Atomic Fiction, Halo Wars 2 by Blur, Hacksaw Ridge by Slate VFX, Captain Underpants by Mikros Image, Game of Thrones…
- PERCEPTION: CUSTOMIZE THE WAY CHARACTERS ARE AWARE OF EACH OTHER'S
Characters perception is now totally customizable and enables to choose which other characters or obstacles are taken into account. For example soldiers can now feel that the soldiers in front of them are moving forward and start walking to follow them. On the other hand, they will ignore the cavalry soldiers around.
- CHANNEL OPERATORS: GIVE A BRAIN TO YOUR CHARACTERS
Building on the new perception abilities, character’s behaviors can be totally customized by using low level building blocks called Channel Operators. Around 100 channels (e.g position, speed, distance to target…) can be used to feed a graph of operators outputting a new character speed and orientation or controlling its animation.
It is now possible to create custom hide, seek, flank… behaviors and let characters find their own way into the scene. More realism can be added into scenes simply by enhancing the character’s logic, for example getting characters to do a shoulder motion when crossing another one.
- CUSTOMIZABLE TRANSITIONS: BUILD ANIMATION STATE MACHINES
Transitions between motions can now be precisely controlled. Users can now customize the starting point and duration of a transition. The user-friendly Transition Editor displays the compatibility between each motions at a given time to make setup easier, and includes an automatic assistant.
These new transition makes it possible to build state machines with in-between motion transitions like walk -> walk-to-run -> run for an even better animation quality.
- EMIT / KILL BEHAVIORS: SUMMON OR DISMISS CHARACTERS AT WILL
Characters (or arrows, cannonballs…) can now be emitted from a Golaem Placement Tool or relatively to another character. This is very handy for shooting arrows, creating fragmenting munitions or emitting people from buildings exits. A new Master/Slave mode enables to make them sticky (like arrows on a shield for example). It is also possible to remove characters from simulation when they are out of view or not needed anymore.
- TRAFFIC BEHAVIORS: ADD TRAFFIC TO YOUR VIRTUAL CITIES
There is no good city landscape shot without hundreds of cars driving around. The new Traffic Behavior enables to create populated roads in minutes. The road network can be drawn from Maya curves and Golaem will automatically create lanes and traffic lights. The Traffic Behavior will automatically put cars on lanes and let them wander around or reach a given target.
- LAYOUT TOOL IMPROVEMENTS: LAYOUT OR RETAKE YOUR SCENES
The Golaem Layout Tool is highly praised by studios as a way to efficiently retake scenes, create new ones from existing simulations or simply layout scenes. It saves lot of time in shots production and greatly simplifies the production workflow.
It now includes the possibility to move characters, delete them, offset their animation, change the animation speed, edit props & shaders, and so on. A Trajectory Edition mode has also been added in order to tweak trajectories manually, or benefit from automatic avoidance when layouting several characters from scratch. Last but not least, it is now possible to snap an object or a character to a Golaem Placement Tool, which makes scattering objects around a scene even more convenient.
- EXTENSIBILITY: INTEGRATE GOLAEM IN YOUR PIPELINE OR BUILD TOOLS AROUND IT
Thanks to its deep integration in Maya and an extensive set of MEL/Python commands, Golaem can be integrated in a feature film workflow with a minimal amount of pipeline development. It provides advanced display capabilities in the viewport (supporting up to 16 shadowing lights and customizable via GLSL). A C/C++ (and soon Python) development kit is provided for building tools around its simulation cache format.
The possibilities offered by the Golaem Layout tool coupled with the site license pricing allow to make the Golaem simulations available to the whole studio, with shot production capabilities without a single line of pipeline to be written.
NEW FEATURES
- Added a Freeze On Collided mode in the MasterSlave Behavior (eg sticky arrows)
- Added collision support of Apex Cloth Behavior and Crowd Rigid Bodies (max 32 spheres and 32 planes)
IMPROVEMENTS
- Support of non-triangulated geometry in the Character Geometry File (gcg)
- Simulation Cache file quantization format attribute in the CrowdManager Node
- Improved performances when using a MEL expression in an Input Channel Operator
- Conversion Factor can be set for Spine / Limbs / Effector nodes in the Character Maker
- New Export Animation In One File Per Entity FBX Mode in the Simulation Exporter
- New Export Animation In One File FBX Mode in the Simulation Exporter
- Added Expression as Target Mode in the Steer and GoTo Behaviors
- Added a Use Kinematic Target option in the Physicalize Behavior
- Added a Use Kinematic Target option in the Crowd Rigid Body node
- Added multiple Entity Types in the MasterSlave Behavior
- Added an AimAt mechanism in the MasterSlave Behavior
- Added a XYZ option to constraint position in the MasterSlave Behavior
- Added Object ID Pass support for EntityType and Character File
- Added Place on Connex Zones parameter in the Population Tool
- Added objectCount, objectPos, objectDist, objectId Channels for the ActivateSensor Behavior
- Added new target modes in the Steer Behavior
- Channels can be used within a MEL expression when using ##channelName##
- Population Tool Locators now get a unique ID
- Fixed ground adaptation when using "Direct Mode Controlled by Animation" in the Locomotion Behavior
- Particles emitted from Population Tool Locators get assigned the Population Tool ID as a PPAttribute (glmPopToolId)
- Added statistics parameter in the Terrain Locator (displays navmesh information)
- Added drawConnexZones parameter in the TerrainLocator
- Ground adaptation can now be disabled for an Entity Type (advanced attributes)
- Emit Behavior can now emit particles without Entity Types
- Added a vertex limit parameter for Convex Hulls in Crowd Rigid Body
BUG FIXES
- Fixed blendshape deformation computation when controlled by a distant bone
- Fixed mirror animations looks awkward in some specific cases
- Fixed wrong ground adaptation when playing mirror animations
- Fixed a crash when baking sparse Simulation Caches in FBX or Alembic
- Fixed a crash when using the Emit and Perception Behaviors
- Fixed a crash when UVs were not set for all the faces of the face when exporting a Character Geometry file
- Fixed a crash when rendering Simulation Caches with Layout operations on missing Entities
- Fixed a crash when setting slot count to 0 in the circle Population Tool
- Fixed a crash when having two or more CrowdFields and using the Perception
- Fixed headAttBank Channel (was not returning the correct heading)
- Fixed multiple crashes when using the SnapTo Layer in the Simulation Layout Tool
- Fixed precision issue when using the Population Tool and Painted Vector Fields
- Fixed jittering and frame lag in the MeshPin Behavior
- Fixed limbFootprintPosition channel when ground adaptation is disabled
- Fixed load / save PNG buttons in the Paint Tool
- Fixed ground adaptation and Layout when using the Renderman plugin
- Fixed Behavior Visual Feedback coloring when the Behavior is stopped
- Fixed the Force Behavior display
- Fixed Rotate Layer flag in the glmHistory command
- Fixed Bake Simulation Cache export when Simulation Cache name begins with numbers
- Fixed Terrain Locator assignment when using the Paint Tool to paint Population Tool density
REFACTORING
- New glmMayaToSimulationCacheCmd command to convert maya keyframe animations as Simulation Caches
- New glmExportCharacter command to export a CharacterFile
- New glmExportCharacterGeometry command to export a Character Geometry File (.gcg)
- Added ppVectorAttrValue support in the glmSimulationCacheTool command
- Added support for rotation pivot in the Rotate Layer flag of the glmHistory command
- Flag conversionFactor of the glmExportMotion command is now of type double 3
- glmCrowdSimulationCacheReaderPlugin has been updated to better reflect rendering plugins process
SUPPORTED RENDERING ENGINES
- Mtoa 1.4.0 & 1.3.X / Arnold Core 4.2.X
- V-Ray For Maya 3.40.XX & 3.30.XX
- V-Ray For 3ds Max 3.30.XX
- Renderman Studio 21.0 & 21.1
- Mental Ray For Maya (any version)
- Redshift 2.0.91-93 / 2.5.13
- 3Delight Studio Pro 11.0.XX
- Guerilla Render 1.4.4
- Katana 2.X (Arnold and Renderman)
- Added a Freeze On Collided mode in the MasterSlave Behavior (eg sticky arrows)
- Added collision support of Apex Cloth Behavior and Crowd Rigid Bodies (max 32 spheres and 32 planes)
IMPROVEMENTS
- Support of non-triangulated geometry in the Character Geometry File (gcg)
- Simulation Cache file quantization format attribute in the CrowdManager Node
- Improved performances when using a MEL expression in an Input Channel Operator
- Conversion Factor can be set for Spine / Limbs / Effector nodes in the Character Maker
- New Export Animation In One File Per Entity FBX Mode in the Simulation Exporter
- New Export Animation In One File FBX Mode in the Simulation Exporter
- Added Expression as Target Mode in the Steer and GoTo Behaviors
- Added a Use Kinematic Target option in the Physicalize Behavior
- Added a Use Kinematic Target option in the Crowd Rigid Body node
- Added multiple Entity Types in the MasterSlave Behavior
- Added an AimAt mechanism in the MasterSlave Behavior
- Added a XYZ option to constraint position in the MasterSlave Behavior
- Added Object ID Pass support for EntityType and Character File
- Added Place on Connex Zones parameter in the Population Tool
- Added objectCount, objectPos, objectDist, objectId Channels for the ActivateSensor Behavior
- Added new target modes in the Steer Behavior
- Channels can be used within a MEL expression when using ##channelName##
- Population Tool Locators now get a unique ID
- Fixed ground adaptation when using "Direct Mode Controlled by Animation" in the Locomotion Behavior
- Particles emitted from Population Tool Locators get assigned the Population Tool ID as a PPAttribute (glmPopToolId)
- Added statistics parameter in the Terrain Locator (displays navmesh information)
- Added drawConnexZones parameter in the TerrainLocator
- Ground adaptation can now be disabled for an Entity Type (advanced attributes)
- Emit Behavior can now emit particles without Entity Types
- Added a vertex limit parameter for Convex Hulls in Crowd Rigid Body
BUG FIXES
- Fixed blendshape deformation computation when controlled by a distant bone
- Fixed mirror animations looks awkward in some specific cases
- Fixed wrong ground adaptation when playing mirror animations
- Fixed a crash when baking sparse Simulation Caches in FBX or Alembic
- Fixed a crash when using the Emit and Perception Behaviors
- Fixed a crash when UVs were not set for all the faces of the face when exporting a Character Geometry file
- Fixed a crash when rendering Simulation Caches with Layout operations on missing Entities
- Fixed a crash when setting slot count to 0 in the circle Population Tool
- Fixed a crash when having two or more CrowdFields and using the Perception
- Fixed headAttBank Channel (was not returning the correct heading)
- Fixed multiple crashes when using the SnapTo Layer in the Simulation Layout Tool
- Fixed precision issue when using the Population Tool and Painted Vector Fields
- Fixed jittering and frame lag in the MeshPin Behavior
- Fixed limbFootprintPosition channel when ground adaptation is disabled
- Fixed load / save PNG buttons in the Paint Tool
- Fixed ground adaptation and Layout when using the Renderman plugin
- Fixed Behavior Visual Feedback coloring when the Behavior is stopped
- Fixed the Force Behavior display
- Fixed Rotate Layer flag in the glmHistory command
- Fixed Bake Simulation Cache export when Simulation Cache name begins with numbers
- Fixed Terrain Locator assignment when using the Paint Tool to paint Population Tool density
REFACTORING
- New glmMayaToSimulationCacheCmd command to convert maya keyframe animations as Simulation Caches
- New glmExportCharacter command to export a CharacterFile
- New glmExportCharacterGeometry command to export a Character Geometry File (.gcg)
- Added ppVectorAttrValue support in the glmSimulationCacheTool command
- Added support for rotation pivot in the Rotate Layer flag of the glmHistory command
- Flag conversionFactor of the glmExportMotion command is now of type double 3
- glmCrowdSimulationCacheReaderPlugin has been updated to better reflect rendering plugins process
SUPPORTED RENDERING ENGINES
- Mtoa 1.4.0 & 1.3.X / Arnold Core 4.2.X
- V-Ray For Maya 3.40.XX & 3.30.XX
- V-Ray For 3ds Max 3.30.XX
- Renderman Studio 21.0 & 21.1
- Mental Ray For Maya (any version)
- Redshift 2.0.91-93 / 2.5.13
- 3Delight Studio Pro 11.0.XX
- Guerilla Render 1.4.4
- Katana 2.X (Arnold and Renderman)
About Golaem
Golaem develops artist-friendly tools to animate digital characters. Integrated in Autodesk Maya, Golaem makes it fast and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem to bring life to commercials, episodic productions, feature films and games.
Product: Golaem Crowd
Version: 6.0.1
Supported Architectures: x64
Website Home Page : http://golaem.com/
Language: english
System Requirements: PC
Supported Operating Systems: Windows 7even / 8.x / 10
Software Prerequisites: Autodesk Maya 2015, 2016, 2017
Size: 111.0 mb
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