Miarmy Crowd 3.0 Release
Miarmy 3.0 Release with a lot of infrastructure upgrades and features. Also support 3dsMAX render Procedural. Miarmy is a plugin for Autodesk Maya and for Crowd Simulation, Creature Physical Simulation, Rendering, and more. Miarmy Crowd has been chosen by more than 60 companies, and many of them are very famous like Trixter Film, Dexter Digital, Disney TV Animation, Square Enix, Prasad EFX, CGCG Inc, Digital Frontiers, see more, mainly used in films, animation and game cinematics. With Miarmy, artists or TDs are able to easily bring digital characters to life. It recently helped some projects create hundreds of shots
PhysX Character Controller (CCT) is a concept from game engine and now we integrated it into Miarmy. CCT is able to make your agents walk on other agents without any penetration. And our agents 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. We 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, we 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:
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
New Cloth Simulation
We rewrote the cloth simulation in many aspects. 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 we upgrade the solver iterator, 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, we can pin the bridge agent and make it only swing in the middle. Also we 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. We can render the low resolution geometries if they are far from camera.
LOD controlled render result
3DS Max Render Port
We 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
We also bring some updates on RBD emitter for our clients
RBD Indexing Upgrade, can distinguish different RBDs collide. (Channel: rbdCollide[id])
RBD Collide name check, can check which part of agent been collided in.
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 we enable slave agent, we 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.
We also 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 Crowd 3.0 Release, Miarmy 3.0 Released, Miarmy Crowd, Miarmy Crowd 3.0, Building Crowds, Crowd effects, Crowd Scenes, Crowd Scenes Showreel, crowds of Zombies, cgi crowd of Zombies, Zombie crowd, Crowd Simulation, 3d, cg, vfx, visual effects, computer graphics,