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  Crowd Simulation for Maya Miarmy
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Rise of The Clone Army

In Miarmy 6, logic has been implanted in the Clone Agents

Highlight New Features

Direct Logic New Features
From Miarmy 5.5, we introduced the brand new Direct Logic Engine. We’ve been upgrading it in recent months. And as the several releases and escalation, most of clients are using and getting benefit from it. In this version 6, we bring more upgrades on this Direct Logic Engine:
  • Direct Auto Avoid is able to combine with the Sphere and Frustum advanced control, we can achieve custom + auto control, and the priority ranking are all automatic.
  • Direct Auto Find and attack logic
  • Direct Control now is able to add fuzzy value independently for specific control. We can control the interaction speed with Road, Spot, Zone or Agent Avoidance etc.
  • Formation Tools added, agents now can follow formation target with Direct Logic
  • Maya Field added, agents now can move along with the direction of field in 2D and 3D space.
  • Better control of action rate combination of regular sentences and Direct Logic sentences.
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​Clone + Direct Logic
Clone is a new feature we first introduced in Miarmy 5.5, which is a kind of optimization plan for placement, display, simulation, cache, and render. We can achieve big performance improvement when we utilize it in production.
In Miarmy 6, we ‘activate’ the clone agents, and now they are able to work with some logic sentences of direct logic engine. They can avoid each other, follow terrain/geometry, avoid obstacles/buildings and aim some targets. With these improvements, we can achieve big crowds simulation without losing logic control, and simulate, display and render it much easier.
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Clone Agent Driven by Direct Logic
Better Path and Road
Road and Path are the highest frequent used tools in crowd production. In most cases, we’re making the agents follow some roads (2D) and paths (3D). We upgraded them a lot in Miarmy 6 for more variety and convenience usages.
  • 2 Sided Road: 1 click easy create, position value return
  • Memory road: return back record lane after avoid something
  • Agent Reset on Road: hide/reset agents if reach the end
  • 2 Directional Any road: agent will randomly follow
  • Simple Crossroad: agent can choose 1 road on the cross road and remember its selection.
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Birds remember their lane after flying around the spot
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Simple Crossroad, no setup needed
Brain (Logic) Share
Miarmy 6 introduced a new feature which we can share brain from 1 agent type to others much easier, If we have a situation which a scene contains more than 40 types of agents, we can easily share the logic of main agent to others with in a minute. And there are several functionality of this:
  • Entire Sharing
  • Partial Sharing
  • Hybrid Sharing
  • Customize shared agent
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New Geometry Adaption
We can now use the direct logic to adapt our agents to the geometry much easier.
Also we can allign the body of agents to the curved surface and make it perfect match the shape of geometry.
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​Catalog List for Rendering
In Miarmy 6, we provided a render catalog file which is able to control the render contents and LOD with a more advanced customizable manner.
With this file we can control several elements of render contents, like: agent type, geometries variations, textures variations, LOD control
We can pre export this catalog file for a Maya scene and then fix the contents of it for updating the render contents.
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3DS Max Preview and Rendering Upgrade
We'll have new expecience of render in 3ds max now. Better tools for agent preview, batch render, shader automatic assignment, ect.
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