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  Crowd Simulation for Maya Miarmy
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MIARMY 4.2

Better Performance & Productivity
Click here to read in Chinese

Miarmy 4.2 Demo 14

Miarmy 4.2 New Features

Faster OpenGL Display
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


Faster Simulation
Miarmy internal node communication method (EDT) upgraded and on average this gives us 15% speed up for most simulation logic


Faster Action
2X performance improvement for static action based crowd simulation, the static behavior can greatly benefit scenes such as stadiums and squares


Faster Rendering
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​


Faster Placement
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


Better Transition Map
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


Better Information Feedback
More friendly agent information feedback mechanism
  • UI will always facing to viewer
  • HP/MP attribute, agent and brain attributes. And more to come


Better BlendShape
  • Blendshape render expanded to Arnold/V-Ray DSO Mode
  • Blendshape is more stable now with some feedback


Better Layer Cache
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



Read Documentation

Demon Seals Game Cinematics

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