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Golaem Crowd For Maya 2013-2015 v4.0.4

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Golaem Crowd For Maya 2012 v4.0.3Golaem Crowd For Maya 2012 v4.0.3

Golaem Crowd 4.0.4 for Autodesk Maya 2013-2015 (x64) | 157.9 MB

Integrated in Autodesk Maya, Golaem Crowd makes it easy and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem Crowd to bring life to commercials, episodic productions, feature films and games.

• Create Convincing Shots in a Few Days
– Integrated In Maya. Golaem Crowd offers an intuitive interface, based on Maya workaday objects. It can be used by any artist, trained under 3 days.
– Free Characters & Motions. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motasions.
– Powerful & Customizable. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.

• Intuitive & Powerful Toolset
– Placement Tools. Take advantage of the various placement modes and automatic obstacles detection.
– Behavior Editor. Design and debug behaviors using an intuitive editor with built-in behaviors and triggers.
– Animation Engine. Let Golaem Crowd make your motions loop, randomize them, adapt feet to the ground…
– Navigation Behaviors. Use built-in path-finding and avoidance behaviors to make your crowds walk around or build on your particles knowledge to drive them.
– Physics Simulation. Add realism to your shots with explosions, attraction/repulsion forces or fall down effects.
– Diversity Control. Create realistic crowds by automatically generating more diversity at all levels: animation, behaviors, props and shading.
– Previz & Rendering. Preview your crowds in real-time within the Maya viewport and render them efficiently with our license free procedural rendering plugins.
– Pipeline & FX Integration. Build your own tools on top of Golaem Crowd, send simulation output through your pipe, provide the fx team with the data they need.

Whats New in version 4.0.4:
Improvements
– Ask for save when closing a Skeleton Tab in the Character Maker
– Added controls to edit IK Normal Planes in the Character Maker viewport
– Simplify the Skeleton Mapping Checker to easily and automatically check skeleton mapping in the Character Maker
– Improved Auto Compute Skeleton Mapping process for biped skeleton
– Added configuration dialog to fine tune the Auto Compute Skeleton Mapping process
– Added Navigation Perception parameters in the Visual Feedback

Bug fixes
– Fixed Simulation Cache Proxy losing its Character Files list
– Fixed Render Proxy losing its Character Files list when using a Simulation Cache Proxy
– Fixed RenderMan 19 plugin loading with Linux and Renderman Pro Server
– Fixed Navigation Behavior perception algorithm
– Fixed the scale of Entity’s personal space radius in the Navigation Behavior
– Fixed a crash in the Cache Proxy when computing assets for Entities in the Kill List
– Fixed a crash when using the External Entity Locator
– Fixed ignored Cloth constraint because the associated rigid was not found
– Fixed Cloth not working correctly when there is a scale in the bone’s hierarchy
– Fixed multi-Population Tool Locator replace particle system
– Fixed Simulation Tool Rib export (bad syntax)
– Fixed User Scripts loading at Batch Render Time

Refactoring
– Added the name of the edited node in the IK Normal Planes Window

Supported Rendering Engines
– Mtoa 1.1.X & 1.2.X / Arnold Core 4.2.X
– V-Ray For Maya 3.0
– Mental Ray For Maya (any version)
– 3Delight Studio Pro 11.0.XX
– Renderman Studio 19.0
– Katana 1.X (Arnold only)
– Mtoa 1.0.X / Arnold Core 4.1.X
– V-Ray For Maya 2.4
– Renderman Studio 18.0


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