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  Crowd Simulation for Maya Miarmy
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MIARMY 4

Expanding Possibilities 
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Miarmy 4 New Features Demo 11

Miarmy 4 New Features

Geometry Deformation Cache Action Driven
Now we can cache the mesh deformation and save it into action, then when we render, it can auto morph and blend between different actions. We can use this tool to simulate the jellyfish or devil-fish or some similar soft body animals or to loop through character facial morphing shapes.


Curve Pin Tools
If you like our UV Pin tool, you have to take a look at our new Curve Pin feature. Now, agents can be pinned onto deforming curves and walk along with it. With this tool, we can easily simulate a crowd of zombies or ants climbing ropes.


New Placement Formation Targeting
We have rebuilt a new placement-based formation tool. Our agents can directly follow the targets of placement placer. And also the input language can read the information from placer and make agents follow target position/orientation precisely.
Note: Old formation tools are removed


Formation Morphing
Based upon our auto relax algorithm, we can morph our formation from one shape to another easier. And in most cases, we keep them finding the shortest distance from source to target. This allows us to simulate an army with changing formation shapes.


New Auto IK for Auto Controlling Feet and Pelvis
New auto IK system is able to automatically prevent the feet from penetrating into the ground by using 2-points foot setup and also prevent being afloat by auto adjusting the pelvis height based on terrain. With action based data auto parsing, if your agents are walking on a bumpy road, the feet can be perfectly attached onto the road.


Any Shape Can Be Kinematic Primitive (Plus Display Helper)
Arbitrary polygon mesh can be converted to PhysX kinematic primitive, and we can easily simulate deforming animals or arbitrary objects rushing into the crowd and interact with them.


Geometry Visibility Rendering and Action Control
In this new version, we can hook the geometry visible animation into the action node. This allows us to easily simulate the behavior of arrows and catapult, the arrows or cannon can disappear and re-appear based upon the action phase. 


Render Export Engine Performance Improvement
We have rewritten the V-Ray, Arnold and RenderMan export process, now we can enjoy at least 3 times faster performance than before when exporting render contents such as Arnold ass files and RenderMan rib files.


Post Cache Simulation
Now the cached agents can be continue controlled by logic. Agent cache can be work as input logic and make them feel some condition and enable dynamics. This allows us to simulate the crowd and get approve from director only for animation, then add the dynamic simulation on top of cached simulation.


Adjustable Road & Path
The center width of road and path can now be adjusted, so that we can easily simulate entry and exit based on your scene modeling. The exponential index and center parameter can also be adjusted and thus it makes the road/path more natural in different conditions.


Particles Info Fetching
Digital characters now can get particle information easily from logic input. Particle positions and any other attribute (PP attribute) can be read and can act as input of agents. These attributes are able to control the behavior of agents.


Maya Variable Control the Texture Selection
Previously, we can add Maya attribute onto the agents and control geometries selection. Now these attributes can control the texture selection. With this tool, we can 


Master/Slave Auto Action Sync Turning
Action sync tool is now expanded. If we setup the master/slave relationship for 2 types of agent, we can auto synchronize their actions, for example it can sync the action of horse and rider or similar conditions. Action, action rate, action transition can be auto adjusted and synced.


Support Large Number of Agents
Miarmy 4 can now simulate and render more than 150,000 agents and way much more depending on your machine configuration.
The header banner of this page is an image containing 100,000 agents with action playback using Arnold Render.


VRay-3 Support

Maya 2016 Support

Mesh Drive Support Referencing


Action Set in Story List


Many Bugs Fixed




Read Documentation

Miarmy 2015 Showreel

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