Basefount Technology has updated its crowd simulation software for Maya called Miarmy.
Basefount Technology has updated its crowd simulation software for Maya called Miarmy. Let’s have a look at the possibilities of v6.2.
Easy Cache Editing Solution
After simulation and caching, we can easily fix some small bugs in simulation by grouping and editing tools. And in the new version, we support layer cache and allow the agents inside being able to adapt terrain.
Agents are now able to mimic the orientation of a nearby group of agents and achieve the flocking behavior, this can be used very frequently in animals simulation like birds, fishes or sheep.
Auto Fight System
2 armies can auto fight each other now.
Charge, meet, aim and attack can be automatically calculated by our direct logic engine.
Geometry Defined Spot
Now we can define the spot by geometry. The target point doesn’t have to be spotted again. Instead, it can be random points distributed inside the geometry. We can use it to sculpt the shape of agent flock.
New Action Proxy Method
New Action Proxy tool has been updated in the new version, we can now check the action and tweak the transition of actions much easier than before.
New Transition Map and Brain Viewer
We bring a new QT based Transition Map and Brain View (in Maya 2018), making it easier to debug your agents.
Redshift Full Support
Redshift renderer can now read the shader of each geometry and render everything correctly.
We can use logic to control the action agents will select to transit to next action in transition map along with exit trigger.
Colorize and Randomize Real Time Display
Before rendering, we can use the real-time display tool to preview and verify agents geometries. And in this new version, we introduced randomize geometry and color on the display geometries.
More details can be found here.