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Basefount Miarmy v2.7b2 For Maya 2012 - 2014 - Win64

Miarmy Professional

Human Logic Engine

Intell TBB based Human Logic Engine, the exclusive hierarchical decision node allows artists to interactively create AI without any programming and node connection. One can create agents? fuzzy logic network and control their priority easily and fast. More importantly, different crowd TD can share their work extreme easy.

New way of work

There is no any node connection among all the Miarmy nodes although we are working inside of Maya. We break the traditional Maya DG connections workflow and make all the nodes communicate sequentially, efficiently, and correctly without any connections.

Arbitrary Renderer

Miarmy Support All renderers, using dedicated designed Mesh Drive system, let user directly render geometry on render farm, just using Maya file. We also provide each renderers independent exporter, procedural primitive for Renderman & Arnold, and geometry export for Mental Ray and V-Ray

Freely Population Tools

With Miarmy Population tool, placement is totally freedom.

Using hierarchical placement, parenting placement, inverse placement, and proportion editor, you can do whatever you think. Plus powerful MEL and Python script support, you can directly edit the data inside of placement node.

Pipeline Consideration

All of Miarmy agent assets can directly get benefit from Maya referencing system. Also, all rigging system like Human IK, Motionbuilder supported. Any type of Export format available like FBX, Alembic, Mental Ray Proxy support. And many rules and naming conventions we defined them based on the industrial standard pipeline.

Seamless Integrated with Maya

With friendly Maya GUI, artists can instinctively build Miarmy Assets(model, tex, rig, anim) contents, assign render matte, create Maya-Miarmy hybrid crowd effect, field and fluid, design shader, assign render layers, and so on. Also, most of Miarmy assets are scriptable and keyframe-able

Diversity Perception

More than 70 types and over 200 channels, sound, vision, spot, terrains, road, flow field, force and fluid field, zone, wind, etc, combination with Miarmy perception contents, all these can meet your need to make your scene unique and funny.

PhysX Integration

NVIDA? PhysX? has been integrated into Miarmy since design. Artists can efficiently use it for checking collision of agents, simulating rag-doll, applying force, attaching cloth, adding force field kinematics primitives etc. As PhysX is very well designed and diversity, more funny features will be integrated into Miarmy in future.

Free Agent Transformation

Agents in Miarmy can be freely parented to other objects. One can easily simulate the scene such as that the agents walking on separated terrain or on the wall. In addition, agent can be constrained by particles or something else.

Actions, Action Editor, Transition Map, Blending

Actions in Miarmy can be transited between each other automatically and smoothly. In addition, with Transition Map, Actions can be transited each other according to your design as well. Different action can be blend each other. Action Editor can deal with action?s loop, entry, exits, loco type, etc.

Without any curve editing.

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