Miarmy Crowd Simulation Documentation (English)
What's New in 4.2
Major Performance and Productivity Improvements
- OpenGL display frame rate (viewport 1) in Miarmy 4.2 is 6X-8X faster than that of Miarmy 4.0
- This gives us smooth viewport experience even if we have tens of thousands of agents, which used to make Miarmy 4.0 very difficult to work with
- We are on track to enhance the display performance even further later in Viewport 2.0
- Miarmy internal node communication method (EDT) upgraded and on average this gives us 15% speed up for most simulation logic
- 2X performance improvement for static action based crowd simulation, the static behavior can greatly benefit scenes such as stadiums and squares
- Speed up 5X when exporting Arnold and V-Ray render contents, now we can easily render crowd scene filled with tons of thousands of agents without long wait
- Placement is 6X faster; placement anti-overlap is now 3X-10X (depending on the number of agents) faster, placement node gets optimized and it automatically disables anti-overlap when unnecessary
- Transition map is now more user-friendly and easy to work with
- Auto selection tool switching
- Real time update when dragging nodes in transition map window
- Mouse right click menu
- More friendly agent information feedback mechanism
- UI will always facing to viewer
- HP/MP attribute, agent and brain attributes. And more to come
- Blendshape render expanded to Arnold/V-Ray DSO Mode
- Blendshape is more stable now with some feedback
- Layer Cache is more flexible and multiple placement can be cached at the same time with marking dead working
Miscellaneous Upgrades
Compatible with Maya 2016 in Windows, Linux & Mac
- V-Ray for Maya 3.1 Support (Maya 2014 – 2016)
- V-Ray 3.2 3DS Max Support (3DS Max 2014 – 2016)
- V-Ray render offset frames
- V-Ray bounding box bug fixed
- V-Ray batch mode is now more friendly
- Renderman weight file bug fixed
- Aim placement now supports random orientation
- Arnold/v-ray deforming shape adding flag issue fixed
- Auto active decision, action, and
- Added scale in input language
- Easier brain share selection tool
- IK lock with scale now working
- UV pin bug fixed and is now more accurate
- Action can stop in story list if we mark it "final action"
- Aim language can now be inverse direction
- 3ds max rendering, bounding box preview support
- cct + missile crash bug
- Auto ik can work with scene without terrain
- Auto avoid tool can prevent agent from pushing forward/backward
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