Miarmy 5.5 for Autodesk Maya

Artikel Animation, Artikel Basefount Technology, Artikel Crowd, Artikel Maya, Artikel Miarmy, Artikel Simulation,
[ #Maya #Crowd #Miarmy ]
Basefount has announced its crowd-simulation system for Autodesk Maya - Miarmy 5.5 with adding a new intelligent instancing system for crowd agents, and support for the Redshift renderer.

Highlight features:

Clone Agents
Basefount introduced the Clone feature in this version of Miarmy. Clone is an intelligence instance. It not only the instance, but also it supports logic simulations. Clone allows users build a large number of simple crowds with intuitive method. Especially in stadium, square or terrain, we can fast deploy huge number of actors for simulation and rendering. For dealing with 200K agents in scene, we can get 20X faster in simulation and 100X faster for rendering (currently supports Arnold & V-Ray

​Direct Logic Engine Upgrade
In the new version of Miarmy, we finished the Direct Logic Engine and also expanded it to 3d space. With the new engine, we can skip most of the logic setup, and directly build most of logic with simple setup. For example if you want to your actors walk along the road, just tell them “follow the road”. Auto avoid and auto fight logic also added into the engine.

Faster Placement & Viewport
We improved the speed of viewport and the placement infrastructure and many related nodes. Now it can be 2-3 times faster than before verison for displaying the agents and clone agents.

Redshift Renderer Supports
Redshift Render is based on GPU and very popular nowadays, we added this renderer procedural support in this version so that we can render big number of agents in the scene

Minor New Features

• Expression can be execute after dynamics
• PP attribute in output language
• Pipeline scripts for auto action creation and build OA (for too many different
• Cache Agent Color
• Blendshape Copy to OA
• Relative speed input language
• Auto fight, meet/fight && front near stop

Improvements
• Depth first priority full tree in logic tree, more intuitive logic setup method
• 3 levels of LOD
• block some agents' RBD target (RBD target can ignore some agents randomly)
• (Direct Logic) Road rotation speed
• Lock name and proportions in place node (agent type can swap order)
• Arnold Opaque fix
• RBD collide debug nodes
• Arnold render catalog file
• Auto avoid (block push left/right)
• Noise id based on agent id instead of scene index

Visit Basefount's website for full list of new features in Miarmy 5.5

>> See Also: Creating Crowd tutorial

Availability

A node-locked licence costing $2,850 and a site licence $5,250.
The price for Rental is $1,450/quarter for a node-locked licence or $2,450/quarter for a site licence.
See the full range of options here.
Miarmy 5.5 is available for Maya 2014+ on Windows XP+, Linux and Mac OS X 10.6+..

  More Crowd Plugin [post_ad]
[ #Maya #Crowd #Miarmy ]
Basefount has announced its crowd-simulation system for Autodesk Maya - Miarmy 5.5 with adding a new intelligent instancing system for crowd agents, and support for the Redshift renderer.

Highlight features:

Clone Agents
Basefount introduced the Clone feature in this version of Miarmy. Clone is an intelligence instance. It not only the instance, but also it supports logic simulations. Clone allows users build a large number of simple crowds with intuitive method. Especially in stadium, square or terrain, we can fast deploy huge number of actors for simulation and rendering. For dealing with 200K agents in scene, we can get 20X faster in simulation and 100X faster for rendering (currently supports Arnold & V-Ray

​Direct Logic Engine Upgrade
In the new version of Miarmy, we finished the Direct Logic Engine and also expanded it to 3d space. With the new engine, we can skip most of the logic setup, and directly build most of logic with simple setup. For example if you want to your actors walk along the road, just tell them “follow the road”. Auto avoid and auto fight logic also added into the engine.

Faster Placement & Viewport
We improved the speed of viewport and the placement infrastructure and many related nodes. Now it can be 2-3 times faster than before verison for displaying the agents and clone agents.

Redshift Renderer Supports
Redshift Render is based on GPU and very popular nowadays, we added this renderer procedural support in this version so that we can render big number of agents in the scene

Minor New Features

• Expression can be execute after dynamics
• PP attribute in output language
• Pipeline scripts for auto action creation and build OA (for too many different
• Cache Agent Color
• Blendshape Copy to OA
• Relative speed input language
• Auto fight, meet/fight && front near stop

Improvements
• Depth first priority full tree in logic tree, more intuitive logic setup method
• 3 levels of LOD
• block some agents' RBD target (RBD target can ignore some agents randomly)
• (Direct Logic) Road rotation speed
• Lock name and proportions in place node (agent type can swap order)
• Arnold Opaque fix
• RBD collide debug nodes
• Arnold render catalog file
• Auto avoid (block push left/right)
• Noise id based on agent id instead of scene index

Visit Basefount's website for full list of new features in Miarmy 5.5

>> See Also: Creating Crowd tutorial

Availability

A node-locked licence costing $2,850 and a site licence $5,250.
The price for Rental is $1,450/quarter for a node-locked licence or $2,450/quarter for a site licence.
See the full range of options here.
Miarmy 5.5 is available for Maya 2014+ on Windows XP+, Linux and Mac OS X 10.6+..

  More Crowd Plugin [post_ad]

Miarmy Crowds 3 6 for Autodesk Maya

Artikel Animation, Artikel Basefount Technology, Artikel Crowd, Artikel Maya, Artikel Miarmy, Artikel Simulation, Artikel VFX,
[ #adskMaya #Simulation #VFX #Animation ]
Basefount has announced its crowd-simulation system for Autodesk Maya - Miarmy 3.6 with adding a new human-language-based logic engine and support for distributed simulation.

>> See Also: Creating Crowd tutorial

Miarmy Crowds 3 6 for Autodesk Maya is now compatible with Arnold, RenderMan, V-Ray and OctaneRender and here are the features.

Miarmy 3.6 New Features

Human Language Based Logic Engine
Since Miarmy 3.6, we have added an industrial exclusive new engine: Language Control System into our software. You can directly use natural language to control the crowds. Then you never need to recite or reference channels, no need node connection, programming, and keep all control flexible as before just work more easier.


More Interactive with Bound and Geometry
Our agents can interactive more with Geometries. They can chase the surface of geometry. And the agents can be bounded outside and totally avoid geometry, or limited inside and only move in the geometry. Additionally, we added repel geometry and more bound shapes.

Action Share and Reuse
One action node can be shared to multiple similar types of agents by name based assignment. This is able to reduce the time of creating action when you need to create another type of agent with some subtle changes.

Visibility Logic and Cache
Visibility attribute of agents can be keyframed and or controlled by the logic sentence. This allows us create some visibility animation or optimize the render for saving your render time. Also this visibility animation can be cached.

Smooth UV Pin and CCT support
Now, the agents can go to and land on mesh object surface smoothly. This allow us simulate flying agents (like insects) landing on geometry surface naturally. Also those agents can be accumulated onto geometry with CCT technology.

Direct Expression Control
We upgrade our logic engine and now we can use expression and program directly control the output sentence result. This tremendously improves the flexibility of control. For example we can easily control the wheel rotate speed with agent moving speed.

Distributed Simulation
We upgraded the agent cache system and now Miarmy support distributed simulation. We can simulate parts of the agents and make them can be interactively playback, and the rest agents continue simulate by logic system. And the simulating agents can interactive with the cached agents.

PhysX Infrastructure Upgrade
Agent physical simulation now is more stable, the joint projection mechanism can 100% prevent joint separation when fast collide and big force impact. Also the cloth simulation reset and collide object have been upgraded and faster and more stable.

More Variety Render Features
Some more render features added, like Character Cache Shave support, V-Ray Object ID and Multi-Matte, Arnold SubD surface render. And now we support Octane Render Shader Randomization. Also Arnold render shaded by texture etc.

3DS MAX Support Better
Now the new Miarmy integrates 3DS MAX more seamless, we can preview bound position in 3DS MAX, and also we can assign shaders and use vertex color and gradient ramp in 3DS Max. So, we’re able to build the entire render pipeline directly in 3DS MAX.

Miarmy 3.6 Demo


Download


Miarmy Crowds 3 6 for Autodesk Maya is available now for Windows, Linux and Mac OS X. The price of a permanent node-locked licence is down to $2,650; or a free Express edition here
  More Maya Plugin
[ #adskMaya #Simulation #VFX #Animation ]
Basefount has announced its crowd-simulation system for Autodesk Maya - Miarmy 3.6 with adding a new human-language-based logic engine and support for distributed simulation.

>> See Also: Creating Crowd tutorial

Miarmy Crowds 3 6 for Autodesk Maya is now compatible with Arnold, RenderMan, V-Ray and OctaneRender and here are the features.

Miarmy 3.6 New Features

Human Language Based Logic Engine
Since Miarmy 3.6, we have added an industrial exclusive new engine: Language Control System into our software. You can directly use natural language to control the crowds. Then you never need to recite or reference channels, no need node connection, programming, and keep all control flexible as before just work more easier.


More Interactive with Bound and Geometry
Our agents can interactive more with Geometries. They can chase the surface of geometry. And the agents can be bounded outside and totally avoid geometry, or limited inside and only move in the geometry. Additionally, we added repel geometry and more bound shapes.

Action Share and Reuse
One action node can be shared to multiple similar types of agents by name based assignment. This is able to reduce the time of creating action when you need to create another type of agent with some subtle changes.

Visibility Logic and Cache
Visibility attribute of agents can be keyframed and or controlled by the logic sentence. This allows us create some visibility animation or optimize the render for saving your render time. Also this visibility animation can be cached.

Smooth UV Pin and CCT support
Now, the agents can go to and land on mesh object surface smoothly. This allow us simulate flying agents (like insects) landing on geometry surface naturally. Also those agents can be accumulated onto geometry with CCT technology.

Direct Expression Control
We upgrade our logic engine and now we can use expression and program directly control the output sentence result. This tremendously improves the flexibility of control. For example we can easily control the wheel rotate speed with agent moving speed.

Distributed Simulation
We upgraded the agent cache system and now Miarmy support distributed simulation. We can simulate parts of the agents and make them can be interactively playback, and the rest agents continue simulate by logic system. And the simulating agents can interactive with the cached agents.

PhysX Infrastructure Upgrade
Agent physical simulation now is more stable, the joint projection mechanism can 100% prevent joint separation when fast collide and big force impact. Also the cloth simulation reset and collide object have been upgraded and faster and more stable.

More Variety Render Features
Some more render features added, like Character Cache Shave support, V-Ray Object ID and Multi-Matte, Arnold SubD surface render. And now we support Octane Render Shader Randomization. Also Arnold render shaded by texture etc.

3DS MAX Support Better
Now the new Miarmy integrates 3DS MAX more seamless, we can preview bound position in 3DS MAX, and also we can assign shaders and use vertex color and gradient ramp in 3DS Max. So, we’re able to build the entire render pipeline directly in 3DS MAX.

Miarmy 3.6 Demo


Download


Miarmy Crowds 3 6 for Autodesk Maya is available now for Windows, Linux and Mac OS X. The price of a permanent node-locked licence is down to $2,650; or a free Express edition here
  More Maya Plugin

Miarmy 3.2 Released for Autodesk Maya

Artikel Animation, Artikel Crowd, Artikel Maya, Artikel Miarmy, Artikel Simulation, Artikel VFX,
[ #Simulation #adskMaya #Animation #VFX ]
Basefount Technology has announced Miarmy (named "My Army") - a Human Logic Engine based Maya plugin for crowd simulation version 3.2 for Autodesk Maya is now available

>> See Also: Miarmy 3.0 for Autodesk Maya


Miarmy 3.2 Features are:

Contact and Pin Dynamics
Continue from previous pin dynamics (know more), this time we provided more advanced contact and hold tool pin dynamics for agents. With contact and hold, agents can be checked contact and hold onto anything with multiple bones or hold each other agents.

Hand in hand with dynamical simulation and controlled by keyframed kinematic box

Terrain Color Feeling
Agents now can feel and interactive with terrain color, the intensity of color and also the direction of color. That is means not only the agents can feel which color of terrain texture but also feel the gradient of terrain color. We can easily simulation agents walk in a range or some drawn roads.


Agent controlled by color gradient and will not move out from color range. Different type agents on different terrain of different colors

Terrain Color Placement
Now agents can be placed from texture with intensity (or painted texture) also adapt the mesh. Combination with UV pin tool, we can easily distribute and simulate a bunch of bugs moving on the deforming objects.

Place distribute by texture and mesh. Support paint tool control distribution

Servo force Self Restitute
With accumulated density auto distribution, agents now are able to fully control by servo force animation. When agents are took over by physical servo control, agents can perform fully restitution when hit by outer force

Walking agent collide with sphere and self restitude

Walk on Same Type Dynamical Agents
Now the CCT has height control and also it can automatically change the collide rules, then agents can walk on dead bodies of same type.

Walk on self type agents dead bodies, with CCT

Arbitrary levels Geometry Randomize Control
Now we can create unlimited sub root for geometry randomization. With this tool, we can easily put many different character geometries type to a single agent type. This can easily achieve for example top level randomize character geometries and sub level randomize this type character accessories.

Top level: girl/boy | Second level: detail accessories

Agent Variable Control Geometry Distribution
Geometry Randomization now can be controlled by Agent variable. We can easily assign variables to agent type or placement nodes or terrain color and make them distribute different geometry. Also combination with Arbitrary Levels geometry Randomization Tool, we can distribute different type of characters to different area, whereas only need a single agent type.

Left: with cap | Right: without cap

Phase Based Transition Control
Agent can transit in and out from action cycle based on cycle phase. Without rebuild the action node.

Action phase control panel

Misc Upgrade
  -Deforming object can be flag and rendered easily, like alembic cache driven object or blend shape driven object
  -Easily get render geometry data including with LOD and frustum culling.
  -Maximum limitation rigid body dynamics speed
  -Automatically place from selected placement node
  -Percentage based placement
  -Some bugs fixed.

  More Maya Plugin
[ #Simulation #adskMaya #Animation #VFX ]
Basefount Technology has announced Miarmy (named "My Army") - a Human Logic Engine based Maya plugin for crowd simulation version 3.2 for Autodesk Maya is now available

>> See Also: Miarmy 3.0 for Autodesk Maya


Miarmy 3.2 Features are:

Contact and Pin Dynamics
Continue from previous pin dynamics (know more), this time we provided more advanced contact and hold tool pin dynamics for agents. With contact and hold, agents can be checked contact and hold onto anything with multiple bones or hold each other agents.

Hand in hand with dynamical simulation and controlled by keyframed kinematic box

Terrain Color Feeling
Agents now can feel and interactive with terrain color, the intensity of color and also the direction of color. That is means not only the agents can feel which color of terrain texture but also feel the gradient of terrain color. We can easily simulation agents walk in a range or some drawn roads.


Agent controlled by color gradient and will not move out from color range. Different type agents on different terrain of different colors

Terrain Color Placement
Now agents can be placed from texture with intensity (or painted texture) also adapt the mesh. Combination with UV pin tool, we can easily distribute and simulate a bunch of bugs moving on the deforming objects.

Place distribute by texture and mesh. Support paint tool control distribution

Servo force Self Restitute
With accumulated density auto distribution, agents now are able to fully control by servo force animation. When agents are took over by physical servo control, agents can perform fully restitution when hit by outer force

Walking agent collide with sphere and self restitude

Walk on Same Type Dynamical Agents
Now the CCT has height control and also it can automatically change the collide rules, then agents can walk on dead bodies of same type.

Walk on self type agents dead bodies, with CCT

Arbitrary levels Geometry Randomize Control
Now we can create unlimited sub root for geometry randomization. With this tool, we can easily put many different character geometries type to a single agent type. This can easily achieve for example top level randomize character geometries and sub level randomize this type character accessories.

Top level: girl/boy | Second level: detail accessories

Agent Variable Control Geometry Distribution
Geometry Randomization now can be controlled by Agent variable. We can easily assign variables to agent type or placement nodes or terrain color and make them distribute different geometry. Also combination with Arbitrary Levels geometry Randomization Tool, we can distribute different type of characters to different area, whereas only need a single agent type.

Left: with cap | Right: without cap

Phase Based Transition Control
Agent can transit in and out from action cycle based on cycle phase. Without rebuild the action node.

Action phase control panel

Misc Upgrade
  -Deforming object can be flag and rendered easily, like alembic cache driven object or blend shape driven object
  -Easily get render geometry data including with LOD and frustum culling.
  -Maximum limitation rigid body dynamics speed
  -Automatically place from selected placement node
  -Percentage based placement
  -Some bugs fixed.

  More Maya Plugin

Miarmy 3.0 for Autodesk Maya

Artikel Basefount Technology, Artikel Crowd, Artikel Featured, Artikel Maya, Artikel Miarmy, Artikel Simulation,
[ #Maya #Crowd #Simulation ]
Miarmy (named "My Army") is a Human Logic Engine based Maya plugin for crowd simulation, AI, behavioral animation, creature physical simulation and rendering. and Basefount Technology has announced Miarmy 3.0 for Autodesk Maya

Character Controller
PhysX Character Controller (CCT) is a concept from game engine and now Basefount integrated it into Miarmy. CCT is able to make your agents walk on other agents without any penetration. And you can adapt any deforming or moving dynamics terrain, rigid bodies, debris, shatters etc. Also CCT can simulate agent gravitational fall from high place and continue perform logic action

Agents adapt dynamics bridge and walk onto it by CCT enabled

Continuous Collision Detection
Continuous Collision Detection (CCD) can predict collision based on its own speed. With CCD technology, the fast moving rigid dynamics arrows which emitted from RBD emitter are able to prevent penetrating with the collide objects. You can use it simulate more realistic arrow hit on the wall or agents shield.

Left: without CCD Right: with CCD (no penetration)

Upgraded Servo Force System
In Miarmy 2.7, Basefount introduced the servo force. It’s able to simulate the internal forces from agents itself. Instead of simple rag-doll "dead man", servo force simulates the muscle force and it can drive your agent to target animated pose/action after the agents enabling dynamics. And it can achieve more lifelike internal/external spontaneous physical simulation, such as some agents falling and struggling from cliff, self-restitution.
Now it support with:
  -Pin Dynamics
  -Apply logic after dynamics enabled (bound, time) and the servo force can be turned on/off anytime
  -Automatically adjust damping and joint, make it better performance


Servo Force driven Kraken attacking carrier

New Cloth Simulation
Now the cloth has its own point inertia make it more realistic. And also the jitter problem of kinematic control cloth points has been totally solved. And now the simulation will be faster than before, the cloth parameters will be much less and easy to control.

New cloth simulation

Middle Dynamics and Pin Dynamics
Now any dynamical parts of agent can be fixed and controlled by the any object, You can pin the bridge agent and make it only swing in the middle. Also You can pin the hand of agents and make them struggle in lower body by Servo Force. The pin and unpin agent parts can be done at any time freely.

Agents hand been pinned and swing and controlled by the servo force

Level of Details
The Procedural Primitive DSO mode of render, Renderman, Arnold and V-Ray all support Level of Detail now. You can render the low resolution geometries if they are far from camera.

LOD controlled render result

3DS Max Render Port
Basefount made a "3DS Max – Vray" Plugin for importing procedural primitive contents from Maya to 3DS Max. This is no need any data transfer and convert, Maya and 3DS Max share the same Render Data. Now 3Ds Max can easily render tons of thousands agents “matte” for VFX production, with a tiny procedural render data

Left: 3ds Max Procedural DSO render
Right: Maya Procedural DSO render
Share same render contents and program

Upgraded RBD Emitter
RBD Indexing Upgrade, can distinguish different RBDs collide. (Channel: rbdCollide[id])
RBD Collide name check, can check which part of agent been collided in.
Channel: rbdCollide:|||...
RBD Field Feeling
RBD Kinematic Mode (Laser Simulate)
RBD Emit Bomb

Gun fight scene

Combo Agent Upgrade
With Combo Agent tools, one agent can grab/hold/throw other agents. And each type of agent has its independent logic and action tree. Now it’s able to work with auto collision detection well, also when you enable slave agent, you can inherit the correct inertia.

Agent combo gremlin + man. 2 types of agents combined, 2 totally different logics and action tracks

Real Time Display Feedback
Now agents can be real-time displayed by OpenGL and its skinning calculation is accelerated by Intel TBB Multi-threaded.

Render Upgrade
Added some upgrades in render system.
  -Arnold DSO support PhysX Cloth
  -V-Ray DSO support PhysX Cloth
  -Renderman DSO support PhysX Cloth
  -V-Ray DSO rewrote and now more faster and disk saving (more than 50%)
  -V-Ray DSO replaces shader tool (Replace Assets Shader without re-export geometry)

Miarmy 3.0 for Autodesk Maya demo:


Download

More information and download Miarmy 3.0 for Autodesk Maya here
  More Maya Plugin

[ #Maya #Crowd #Simulation ]
Miarmy (named "My Army") is a Human Logic Engine based Maya plugin for crowd simulation, AI, behavioral animation, creature physical simulation and rendering. and Basefount Technology has announced Miarmy 3.0 for Autodesk Maya

Character Controller
PhysX Character Controller (CCT) is a concept from game engine and now Basefount integrated it into Miarmy. CCT is able to make your agents walk on other agents without any penetration. And you can adapt any deforming or moving dynamics terrain, rigid bodies, debris, shatters etc. Also CCT can simulate agent gravitational fall from high place and continue perform logic action

Agents adapt dynamics bridge and walk onto it by CCT enabled

Continuous Collision Detection
Continuous Collision Detection (CCD) can predict collision based on its own speed. With CCD technology, the fast moving rigid dynamics arrows which emitted from RBD emitter are able to prevent penetrating with the collide objects. You can use it simulate more realistic arrow hit on the wall or agents shield.

Left: without CCD Right: with CCD (no penetration)

Upgraded Servo Force System
In Miarmy 2.7, Basefount introduced the servo force. It’s able to simulate the internal forces from agents itself. Instead of simple rag-doll "dead man", servo force simulates the muscle force and it can drive your agent to target animated pose/action after the agents enabling dynamics. And it can achieve more lifelike internal/external spontaneous physical simulation, such as some agents falling and struggling from cliff, self-restitution.
Now it support with:
  -Pin Dynamics
  -Apply logic after dynamics enabled (bound, time) and the servo force can be turned on/off anytime
  -Automatically adjust damping and joint, make it better performance


Servo Force driven Kraken attacking carrier

New Cloth Simulation
Now the cloth has its own point inertia make it more realistic. And also the jitter problem of kinematic control cloth points has been totally solved. And now the simulation will be faster than before, the cloth parameters will be much less and easy to control.

New cloth simulation

Middle Dynamics and Pin Dynamics
Now any dynamical parts of agent can be fixed and controlled by the any object, You can pin the bridge agent and make it only swing in the middle. Also You can pin the hand of agents and make them struggle in lower body by Servo Force. The pin and unpin agent parts can be done at any time freely.

Agents hand been pinned and swing and controlled by the servo force

Level of Details
The Procedural Primitive DSO mode of render, Renderman, Arnold and V-Ray all support Level of Detail now. You can render the low resolution geometries if they are far from camera.

LOD controlled render result

3DS Max Render Port
Basefount made a "3DS Max – Vray" Plugin for importing procedural primitive contents from Maya to 3DS Max. This is no need any data transfer and convert, Maya and 3DS Max share the same Render Data. Now 3Ds Max can easily render tons of thousands agents “matte” for VFX production, with a tiny procedural render data

Left: 3ds Max Procedural DSO render
Right: Maya Procedural DSO render
Share same render contents and program

Upgraded RBD Emitter
RBD Indexing Upgrade, can distinguish different RBDs collide. (Channel: rbdCollide[id])
RBD Collide name check, can check which part of agent been collided in.
Channel: rbdCollide:|||...
RBD Field Feeling
RBD Kinematic Mode (Laser Simulate)
RBD Emit Bomb

Gun fight scene

Combo Agent Upgrade
With Combo Agent tools, one agent can grab/hold/throw other agents. And each type of agent has its independent logic and action tree. Now it’s able to work with auto collision detection well, also when you enable slave agent, you can inherit the correct inertia.

Agent combo gremlin + man. 2 types of agents combined, 2 totally different logics and action tracks

Real Time Display Feedback
Now agents can be real-time displayed by OpenGL and its skinning calculation is accelerated by Intel TBB Multi-threaded.

Render Upgrade
Added some upgrades in render system.
  -Arnold DSO support PhysX Cloth
  -V-Ray DSO support PhysX Cloth
  -Renderman DSO support PhysX Cloth
  -V-Ray DSO rewrote and now more faster and disk saving (more than 50%)
  -V-Ray DSO replaces shader tool (Replace Assets Shader without re-export geometry)

Miarmy 3.0 for Autodesk Maya demo:


Download

More information and download Miarmy 3.0 for Autodesk Maya here
  More Maya Plugin

Miarmy 2.7 for Autodesk Maya

Artikel Animation, Artikel Featured, Artikel Maya, Artikel Miarmy, Artikel Simulation,
Basefount Technology has announced that Its Maya crowd-simulation system Miarmy 2.7 is now available and Miarmy 3.0 will come in Feb 2014

>> See Also: Maya tutorial

V-Ray Procedural Primitives
With V-Ray Procedural Primitive DSO, we can render a huge number of agents in some minutes, also along with the other elements in your scene such as FX particles/fluids, and other scene geometries. All the geometries are calculated on the render time and it just need export a tiny description file. Additionally, we can render the scene on render farm without loading Miarmy.
Note: currently Miarmy already supports Arnold Procedural, RenderMan Procedural and Maya Procedural (Mesh Drive 3.0 system)
Compound Bones Physical Simulation
With the Miarmy Compound Bones Infrastructure, no matter how complex the bone tree structure of your character, we can get a good result of physical simulation. Suppose your character contain a lot of tiny and complex parts or bones such as fingers or tentacles, we can combine those bones together into a big bone, and make the physical simulation faster, non-problematic and more realistic.
Also, this feature has been expanded to collision detection, partial dynamics, cloth, detach-able dynamics, RBD emitter checking and all RBD system.

Servo Force Drive Joint Model
Servo force simulates the internal forces from agents itself. Instead of simple rag-doll "dead man", servo force simulate the muscle force and it can drive your agent to target animated pose after the agents enabling dynamics. And it can achieve more lifelike internal/external spontaneous physical simulation, such as some agents falling and struggling from cliff, self-restitution. Click below videos and check the results we can achieve by servo force.
(Body dynamics, struggling, and self-restitution)

Combo Agent
With Combo Agent tools, one agent can grab/hold/throw other agents. For example, “Sword” and “Shield” are 2 types of agents, and they can be fetch/hold/throw from “Man” agent, also this “Man” agent can be attached to the “Horse” Agent, they can be link altogether and interactive with each other freely, just using our master/slave channels.

RBD Emitter Expanded
Agent can emit bomb and bullet-like RBD, so you can use it simulate wizard emit some magic and blast agents or you can simulate agent emit laser. Also Missile system can use the “delete” event to simulate the massively laser shots and hit the agents down.

Share Brain Infrastructure
Different agent types with different bone structures and actions can share some same decisions. This can save you a lot of time if you’re making many different types of agents but the similar logic, like avoid each other, adapt terrain etc. Additionally, this kind of sharing is partially implemented, more specifically, it means except some common decisions shared among agent types, we can still make some unique logic decisions for each specific agent type.
Upgrade engine for indexing techniques
The channels with indexing techniques, like “bound[x].in” and “spot[y].d”, have been accelerated in this release, which can make the simulation several times faster based on the decision and the sentences number of this agent. Because those channels might be used frequently in many cases, this upgrade can save a lot of time of your simulation.
Small Upgrades and Fixes
-Reseed texture Manger
-Individual type modifier in Placement node editor
-End joint display/hide
Bugs Fixed
-Physical partial detach, but resume animation pose again.
-Crash when huge number of agents in placement node
-Above Maya 2013, crash when Mental Ray conflict with place node

Download

Miarmy 2.7 for Autodesk Maya here
  More Maya Plugin

Basefount Technology has announced that Its Maya crowd-simulation system Miarmy 2.7 is now available and Miarmy 3.0 will come in Feb 2014

>> See Also: Maya tutorial

V-Ray Procedural Primitives
With V-Ray Procedural Primitive DSO, we can render a huge number of agents in some minutes, also along with the other elements in your scene such as FX particles/fluids, and other scene geometries. All the geometries are calculated on the render time and it just need export a tiny description file. Additionally, we can render the scene on render farm without loading Miarmy.
Note: currently Miarmy already supports Arnold Procedural, RenderMan Procedural and Maya Procedural (Mesh Drive 3.0 system)
Compound Bones Physical Simulation
With the Miarmy Compound Bones Infrastructure, no matter how complex the bone tree structure of your character, we can get a good result of physical simulation. Suppose your character contain a lot of tiny and complex parts or bones such as fingers or tentacles, we can combine those bones together into a big bone, and make the physical simulation faster, non-problematic and more realistic.
Also, this feature has been expanded to collision detection, partial dynamics, cloth, detach-able dynamics, RBD emitter checking and all RBD system.

Servo Force Drive Joint Model
Servo force simulates the internal forces from agents itself. Instead of simple rag-doll "dead man", servo force simulate the muscle force and it can drive your agent to target animated pose after the agents enabling dynamics. And it can achieve more lifelike internal/external spontaneous physical simulation, such as some agents falling and struggling from cliff, self-restitution. Click below videos and check the results we can achieve by servo force.
(Body dynamics, struggling, and self-restitution)

Combo Agent
With Combo Agent tools, one agent can grab/hold/throw other agents. For example, “Sword” and “Shield” are 2 types of agents, and they can be fetch/hold/throw from “Man” agent, also this “Man” agent can be attached to the “Horse” Agent, they can be link altogether and interactive with each other freely, just using our master/slave channels.

RBD Emitter Expanded
Agent can emit bomb and bullet-like RBD, so you can use it simulate wizard emit some magic and blast agents or you can simulate agent emit laser. Also Missile system can use the “delete” event to simulate the massively laser shots and hit the agents down.

Share Brain Infrastructure
Different agent types with different bone structures and actions can share some same decisions. This can save you a lot of time if you’re making many different types of agents but the similar logic, like avoid each other, adapt terrain etc. Additionally, this kind of sharing is partially implemented, more specifically, it means except some common decisions shared among agent types, we can still make some unique logic decisions for each specific agent type.
Upgrade engine for indexing techniques
The channels with indexing techniques, like “bound[x].in” and “spot[y].d”, have been accelerated in this release, which can make the simulation several times faster based on the decision and the sentences number of this agent. Because those channels might be used frequently in many cases, this upgrade can save a lot of time of your simulation.
Small Upgrades and Fixes
-Reseed texture Manger
-Individual type modifier in Placement node editor
-End joint display/hide
Bugs Fixed
-Physical partial detach, but resume animation pose again.
-Crash when huge number of agents in placement node
-Above Maya 2013, crash when Mental Ray conflict with place node

Download

Miarmy 2.7 for Autodesk Maya here
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