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Release News on Official Website: http://www.basefount.com/miarmy-70.html


Universal Rig Support

Standard Bone Tree Builder
In the early versions, albeit we support variety types of rig, there still are some limitations such as we need a non-break full-bone-chain joint tree on the rig, so you might have to modify the rig. From now in the new version, we provided a bone tree builder which allow us to rebuild a standard joint tree cling on the original rig even if it contains overall scale, bone scales or break joints. Then we can use the new generated bone tree to generate Original Agent (OA) and bring it into the crowd pipeline without modifying the original rig. (Read More)

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  • UVs checker
  • Models checker
  • Skin weight transfer
  • Bone checker
  • Face material splitter

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OpenGL Rewrite

​Viewport 2.0 full support
Utilizing the latest OpenGL, we rewrote all display part of the Miarmy nodes and make it better compatible with viewport 2.0. It is more stable and faster than before, also more intuitive on agent selection.
​​Better Geometry Real time display
​Nowadays, the previs quality requirement is much higher, for meet the needs of the customers, we rewrite the real time display feature with the newer instance and GPU features of OpenGL, made it able to display tens of thousands agents in a single scene fast and smooth.Image RemovedImage Added

Realtime Display a Stadium Crowd

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Procedurals
The procedurals of each popular renderer (Arnold, Redshift, V-Ray, 3DS Max V-Ray and PRMan) has been rewritten. Comparing with previous version, it’s faster because we utilized better renderer API and organize the data better and remove the bounding box in the new version render API, and it’s more stable (especially the random shaders part) and more intuitive (automatical export render contents)

Texture and Shader
We redesigned and developed the textures and shaders variation pipeline and tools, now it’s easier and more comfortable to work with. We can control the shader and texture randomize with weights and variables easily and add/remove variant directly in GUI. Everything can be customized now, for all renderers.

Material binding
With above material pipeline, when rendering the scene, all render procedurals’ shaders are binding to the shaders in Maya scene. It reads the materials directly in scene when rendering rather than export the materials info outside Maya. This optimized the material pipeline and made everything more stable, get rid of any trash nodes creations. Additionally, the Alembic export uses the same workflow.

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Better User Experience

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OA Bone Attribute Inspector
We can use this tool to find the bones which turned on some specific attributes. This allow us inspect and debug our OA much easier when the OA has a large number of bones.

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Upgrades

  • Maya 2019 Support
  • Better auto avoid geometry (direct logic)
  • Random left/right when face to wall 10/-10
  • Smarter self clone for fish simulation (random amplitude, time, phase, drag, ect)
  • Smarter self clone with factor, affected by number of nearby agents
  • Drive shell can save agent scale
  • 3d creature flag of direct logic now is controlled by logic sentences.
  • Both agent match and character cache support action-based blendshape
  • Collision speed input language
  • Add python command evaluate support after dynamics
  • Renew tool upgrade for car/quadruped non flipping creature
  • Continue baking after bake some frames
  • Check if geometries collapse when maya version changed.
  • Geo visibility control by action upgraded

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