Layer Cache Based Rigid Body Simulations
With Layer Cache Based Dynamics simulation, all layer cached agents can enable dynamics and create a shell interactive with the simulating agents. With this technique, we can simulation big number of dynamical agents like 10K-30K or more.
New & Easier Formation Control
With a single direct logic language, we can easily control the formation now in 2D and 3D space. Agent can move forward to the target placer automatically. Also the formation control can work with other logic and arrange the priority, like avoid spot or zone. It will be much easier to simulate sardin fish ball than before.
Self Clone Instancing Simulation and Rendering
For simulating birds or fishes, we added a new self clone toolkit into our system, it is a new system allows us to add some “droid” or “drone” agents around current agent. It works like interpolation, they will move along with the main agent smoothly and can auto avoid each other and perform some minor behaviors, it is going to support more features in future. Also in the background, It supports transformation change, render, cache etc
Dynamic Bones Lock on Geometry
Now we can lock the dynamic segments onto the geometry, then we can deform the geometry by cloth simulation or skin-bone keyframes, achieve more controllable result.
New OpenGL Viewport (Beta)
We’ve been rewriting entire viewport part in last 3 months. Using the latest OpenGL 3.3 and GPU computing, it gets faster and stable, and compatibles with all platforms (win, linux & macOS) and viewport 2. Additionally, the new viewport is more user friendly too. Now beta and more features will be released in Miarmy 7 (September)
New Brain Share UI and Decision Outliner
This feature was born from a real production, with a scene contains more than 40 agents’ types, we can use the latest brain share UI and outliner to help us precisely share and check and edit the decision logic. This can tremendously increase our productivity.
New RenderMan Plugin
In the new version of Miarmy, we’ve re-wrote the prman render procedural and exporter and now it supports pixar renderman and 3deligth better. It support native shader and better randomize shaders, we don’t need to compile and deal with shader anymore.
Read More (Coming Soon in A Week)
- Prman Precision caused jitters on rendered object
- fixed some engine issue of depth parse
- agent reset with cloth reset
- timer not random enough
- rate control conflict with auto sphere control
- brain share some trash nodes cause it not work
- cloth force field
- crossroad re-created
- drive shell support agent scale
- spot distance with geometry (control from a feature of 6.2)
- add dead flag when playing final action
Renderer Support Upgrade
- Arnold 3.0, 3.1 Support
- V-Ray 3.6 Support
- Redshift 2.6 Support
- Prman 21, 22