AI/Crowd Sim
Hi, everyone,
I'm not advertising here, this is my work and I really want to share
it to u~~~
After 9 months development, Miarmy(called My Army) is finished.
Miarmy is a brand new Autodesk Maya plug-in set, focus on behavioral
animation, crowd sims, physical sims, and Renderman render.
Watch the HD teaser demo on Youtube HD:
http://www.youtube.com/watch?v=cyEHE_LIIvM&hd=1
Hope you enjoy it!
The reason of our development is that we want to provide another
solution which simpler and faster way to create crowd effect just
inside of Maya itself.
Miarmy Engine is a tree-structural hierarchical priority decision node
system, it can defuzz and create neural network automatically
underground without user defining and knowing it.
Decision node, which contains inner priority ranking and fuzzy logic
condition, is the unit in tree structure.
Decision node can make decision through condition.
So, no programming and node connection needed!!
Miarmy is not a particle system, we re-write all bone and animation
nodes.
Miarmy take PhysX 3.0 integrated. It is diversity, extensible,
efficient and promising.
Miarmy support FBIK, Human IK, and any one-bone-chain setup system.
Miarmy uses one-click rendering pipeline, get rid of advanced render
setup, support Maya light and shader, etc. Based on 3delight API
Miarmy is based on Maya API, it's easy for upgrading.
Massive Prime is better than Miarmy in:
Massive has more mature system channels and many presets.
Massive is more flexible in brain building
Massive has action and brain layer (Miarmy 1.5 will provide sub-agent
to achieve this)
Massive has IK and RC curve
Massive can re-target to Motion Tree after physical sims turning on
Massive support fur rendering
Massive has parenting channel
Massive can spawn agents.
More!!
We have a long journey to go !!
Features List Detail:
http://basefount.tech.officelive.com/MiarmyFeatureList.aspx
Follow us:
Basefount Technology (Hong Kong) Limited
(C) 2011 Basefount
(from p.i.m. group)