After 9 months development, Miarmy(called My Army or Miami) is coming.
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…atureList.aspx
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Basefount Technology (Hong Kong) Limited
www.basefount.com
(C) 2011 Basefount
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