Miarmy Crowd Simulation Documentation (English)

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New Engine Added




With 4 months’ works from Miarmy 4.7 we released the Miarmy 5


The biggest differences between Miarmy 5 and all previous versions will be automation & user experiencing. We redesigned and added a new automation engine into Miarmy and simplified many previous nodes works into much less nodes and simpler languages. These upgrades and features can tremendously decrease the difficultly of crowd production and increase productivity without losing any of flexibilities of previous Miarmy. Also in upcoming 5.1(November) and 5.2 (December), there are more than 20 processes of software will be automatized and simplified, Since the Miarmy 5, say greetings to the more intelligence crowd simulation workflow.


Additionally, there is another big change in Miarmy 5 is the bone and rig standard. All of our samples, tutorials, presets and demo files have been redone for meeting the standard our next software Animcraft (beta in January of 2017)




Miarmy 5.0 Available Now


  • Automate Terrain
  • Automate Collision Avoidance for 2d
  • Automate Follow Road and Reversive Road
  • Automate Avoid, Follow and Escape Zone & Spot
  • Automate Action Randomize at start point and action group in simple transition mode
  • Automate Prioritilize for above Logic





Miarmy 5.1 (Novmember)


  • Automate Collision Avoidance for 3D
  • Automate Geometry Logic and Avoid
  • Automate Body Balancing
  • Automate Render Process for V-ray and Arnold
  • Optimize Original Agent Pipeline



Video Tutorials

https://www.youtube.com/playlist?list=PLalQe7BG7XcKfHDRoz95dHiMIqMIpyclm

Sample Files (Miarmy5DirectEngine.zip)

https://drive.google.com/folderview?id=0B2PLEY5qC5zkVlN2LXYzMVJORzA&usp=sharing#list

All Video Tutorials Re-recored

All Assets Re-done with New Rig



Improvements


  • Multiple default actions support
  • Default Action supports story list
  • IK offset language
  • reference mode supports transition map editing
  • blend action can use the global rate
  • hide/unhide physics joint and OA small feature
  • placement UI support percent setup directly
  • transition choice by trigger name and maya attribute
  • color id is now full match in agent and placement node
  • playback rate speed in transition map
  • IK can skip useless bones and auto combine
  • change color loop scheme for all indexing objects.
  • parse reachable island in transition map, now it's more intelligence
  • uvpin face to front, change the z axis calculate make it non-flip
  • playback without language
  • 3ds max export texture and directly render (need to improve continuely)
  • simple transition supports action group
  • simple transition supports blend
  • Supports Maya 2016.5 and Maya 2017
  • sphere range changed to 0-100 relative value




Bug Fixes


  • Exit Maya crash Maya (use after free issue)
  • sphere based ation sync crash maya without sphere language
  • sphere range relative speed crash maya if order not correct
  • Crash in Miarmy Express license check if export more than 100
  • Crash bug when playback scene without agent
  • send geo to OA now better if it contain transform nodes
  • remove namespace when send geo from referenced rig
  • road, rbd emitter etc bounding box in vp2 not working


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