![]() Miarmy 2.2 Professional May 4, 2013Pipeline:
Animation:
Logical Simulation:
Physical Simulation
Rendering
Miarmy 2.0 Professional February 18, 2013Miarmy Professional 2.0 Solver Engine Action to Agent upgraded to memory to memory mapping technology, extreme fast Other Render Engine Renderman Procedural Primitive is about 3 times faster than before Arnold Procedural Primitives is about 2 times faster than before. All Procedural Program Open Source GUI Independent Brain Viewer Independent Transition Map Better Toolbar Better Menu Arrangement Brain Viewer can watch more details for each sentence Others: Geometry render visibility/hide control Bone translate assign blocker, after cache, fix depart problem! Fixed Issue: Rib cannot export transparency map Miarmy 1.7 Professional & Commander November 8, 2012 Miarmy Professional 1.5.8 Basic distributable simulation & cache merge Placer boundary Visual Geometry choose weighting Renderman RIB, optional for culling Single cache FBX exporter from Single Cache create place from polygon and lattice (formation) pos lock type placement, lock position, can change proportion, orientation, etc random by agent id RBD data accessor RBD Render instance drive Arbitrary Mesh Surface Adapting can mark our useless agent after caching (auto rebuild cache) faster method export RIB using pp 2 times faster place locator can be tweak individually same type agent can block collide checking randomize pick transition action (previous, is first one) random entry for default action agent momentum inertia factor control each bone/segment density can be specified master family channels, master -> slave relationship feeling chain master channel visiual indicator mesh drive 2 for cloth available auto IK system, any IK segment num, any axis & 2 types of up Vec Arnold Renderer procedural primitive .ass file exporting Arnold Render procedural primitive Open source (Only for customers and Arnold User) switch off the custom data hookup mesh drive extend to MR proxy and VR proxy exporting. noise.id(<floatseed>) noise.time(<floatseed>) bone(footprint) locators generator, with anim/dyn visibility switch mesh drive block saving switch timer channels (agent seed, frequency, ping-pong playback, etc) noise nodes, noise time frequency action weight can make some actions have bigger chance been choose in action group agent cache extended to parent channel, can transform space Kinematic Primitive Shape Update Switch in Physics Global Decision Output Filtering, can smooth the output logic relative previous frame Wild card on action exit choices RBD Cache Output Filter Miarmy Commander 1.5.8 Action Sync System action signal emitting, action signal receiving auto synchronization Traffic Module 1.0 crossroad system red/green light left/right turning control 3/4 socket road control Formation Control 2d/3d formation target verticle and horizontal and distance feeling Agent emit RBD based on action phase Fixed Issue: Rib cannot export transparency map mesh drive 1 & 2 can be used in referencing mode isSelfCollide not in memory rand texture for batch mode (hypeshade command) agent id display is from place id collide channel not work when partial break random ".tex" format in .slo and .sdl save callback MDGGrp_*, cannot save scene blend pop (precision, lead main action 0.95, shrink) faster bake bone (only on r, when cache t, on r and t) curve creation bug, with same name RBD + multi kinematic primitive bug mesh drive duplicating, driving and registering updata percent bugs mesh drive duplicated meshes auto parent to MDGGRPMASTER mesh drive bug when naming not fixe by Maya prefix mesh drive bug when duplicate but not auto rename. Upgrade uniform random tex in single shader (color, trans, ect) custom data number hook on original agent custom data registered when place agent custom data drive by action also but not re-allocate memory Miarmy 1.5 Professional July 28, 2012
(Download Version 1.5 New Features Guide) Pipeline * Referencing & Namespace Pipeline * Command line Simulation & Exporting RIBs * (Command line MEL Open Source for modifying anything) * Alembic Cache Support * Bake to Bone (and can be extended to FBX) * MEL/Python get simulation data fast and directly Render * Mesh Drive 2.0 (support whatever render engine, procedural primitive, in Maya Viewport or batch mode render) can go render farm! * Mental Ray archive Support * V-Ray archive Support * Renderman Procedural Primitive (Open Source for Customers) * Prman Rib Export, support .slo for custom Shader * Viewport Procedural Primitive Render (3delight currently) * Renderman Ray trace shadow * Renderman extra Rib Attribute (internal or custom) * Hierarchical Subdivision Mesh Animation Engine: * Story List (Logic Drivable Action Proxy List) * Randomize Entry Points for Action stepping in * Action Node can hook custom attribute (facial and deformers) been passed to simulation and cache * Action node can be re-use if bone added (for example some weapons) * IK & IK-lock in world system * Bypass simulation for some bones, speed up * Action Group many new handy channels (choose one of group, group rate, for input) Placement: * Polygon Based placement * Selection Placement (only place from selection) * Randomize Row/Column for curve and formation placement * Visualize placement * Skip flag can used to bypass individual instance Human Logic Engine: * Parent channel, transform space * MEL/Python source in Logic Channels * Sine, Noise Channels * IK & Hold Channels * Arbitrary Aim Axis and Up Vector * Lean Channels * Repel/Forbidden Zone, automatic repel agents * flow filed can be indexed Visualize * Visualize HP, MP Bar * Visualize Action Transition * Bounding box display Physical Engine: * PhysX 3.2 integration complete * Better Joint Handler and 100% accurate physical limits. * Aggregate Self-Collide Disable (Extreme speed up!!) * Joint Move Inertia * More realistic Cloth Simulation and Cloth Collision * Rigid Body Emitter, interactive with agent, field, fluid, ground, etc… * Rigid Body Contact and Leave to Agent * Agent Bone Particle Emitter (Action Phase based) * Disable sub-tree simulation (skip finger and toes etc) System * Feet Map Generator * Easy control transition Map Move Tool * Select root bone for creating original agent * New Icons GUIs and Toolbar Bugs Fixed: * Crash when loading Miarmy in some cases * Crash more than 33700 agents * Crash when multi-type of agents with clothes * Road not displayed correct on big slope terrain * Re-write the animation engine now the cycle action will use “cycle filter” and transition action will use “transition in/out” in any situation. * The rate of blend action not correct. * OpenGL cannot display agent more than 32 level, now fixed * Joint limit now is 100% accurate * Random texture not stable * Agent exclusion technology cause crash in some cases * Agent Movement speed data is 100% accurate now. * Many rate channels but only one works * Aggregate crash when more than 128 bones * The Joint order cause incorrect, re-write action node generate process * Crash when not have UV Miarmy 1.2 Professional Basefount 1 year anniversary, February 14, 2012
Major Update * Physx 3.1 integration complete Documentations * Full Manual (230+ Pages) Availabe Features in Detail * Miarmy Pro for Linux Available (Red Hat 5.5) * PhysX 3.1: independent cloth simulation, at least 100 times faster, 5000+ clothes OK * PhysX 3.1: Aggregate for ragdoll instead of N broad phase * PhysX 3.1: no up limit for dynamic agents, 5000+ agents on Average Home PC * Mesh Drive: agents can be rendered in Maya by arbitrary renderer * Mesh Drive: agents can be interactive displayed viewport 2.0 * Miarmy Cache, real time feedback after cache * Agent Exclusion in Sound and Vision Channel * Agent filtered Sound and Vision Channel, faster and more accurate * Noise Channel by Agent ID and time * Aim Channel, Gradually Aim, Self-restitute, percentage * Physical joint setup changed, more accurate 3delight Renderer: * Rewrite agent render session * Agent deformation motion blur (need Agent Cache) * Transparency shader and map * Port for getting render data Scripts * Copy Skinned Geometry to Original Agent * Easy get info from script for porting to proprietary render pipeline * UV bugs remind Known issue: * Cloth is not very realistic due to PhysX unfinished * Partial dynamics and body dynamics bugs from PhysX Miarmy 1.1 Professional October 25, 2011
New Stuffs Added: * Renderer upgraded to 3delight 10 (old: 3delight 9) Free to download. * hp and mp randomize * hp.set and mp.set channels added for setting hp or mp in "change rate" mode * joinWorld on solver space, let agent can feel the perception object in world space * joinWorld on solver space, let agent can feel each other even in diff Solver space * Texture randomzie the same as Geometry Randomize * Color channel for output * Sound channel for output * Multi cam for 3d stereo render * Block duplicate McdPlace node * (Script) Select every skin bone * (Script) Import Standard Bone for mocap Bug fix: * Any playback frame rate is OK * Brain View not display correct when normal decision node without input * Crash if there is only fluid exist * last bone cannot scale * (script) texture convert error Miarmy 1.0 Professional June 22, 2011 Perception and Logic
Animation and Action
Pipeline
Setup and Skinning
Rendering
Placement
Physics (PhysX based)
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