Toolchefs has released Atoms Crowd 3.3.0, is a crowd simulation framework which is skeleton based, modular and fully customizeable via c or python. Atoms Crowd is integrated with Maya, Houdini and Katana but is also a standalone application and supports Vray, Renderman and Arnold
This version of Atoms Crowd contains the following bug fixes and improvements.
Features and improvements: - API: Updated lz4 to 1.9.2. - API: Wrap Imath inside AtomsMath namespace. - API: AgentGroup - added global kdtree to store agent positions for fast query. - Agent “position“ metadata is now read&write. - API: Added exportAgentGroupToFbx python function. - Added support to Pixar Renderman 23.2. - Added support to Arnold 18.104.22.168. - Added support to Houdini 18.0.391. - Added support to Houdini 18.0.416. Bug Fixes: - Crash when exporting a cache using the random access flag. - Wrong initial orientation of the agent using the bind pose operator.
The ToolChefs release Atoms Crowd, a new framework designed for crowd simulations for the visual effects and animation industries. Atoms is completely standalone tool that can easily be integrated into any 3D application and supports integration Autodesk Maya, Katana and Side FX Houdini. The framework allows for an easy change of data between the two 3D programs.
Atoms sets the focus of making crowd simulation easy no matter your skill level. The idea is that you don’t need to be a technical artist or savvy with scripting to art direct crowd shots. The “democratization” of crowd simulation and other technically heavy effects sims has been an ongoing one. Others have brought simplicity into focus with products like Golaem Crowd for Maya.
Atoms is different from the others by being a standalone framework allowing it to support multiple 3D software packages. The framework gives you full control on every aspect of the simulation process. Different users can take advantage of their own skillsets: Like working with nodes, python scripting, or plugins — Each can be an Atoms workflow.
Founded in 2014 by Daniele Federico and Alan Stanzione, who between them have more than 20 years experience within the VFX and Animation industries. Daniele specializes in animation, rigging and pipeline development and has worked on projects to include Gravity, The Chronicles of Narnia: Prince Caspian, Harry Potter and the Deathly Hallows, Happy Feet 2, The Guardians of the Galaxy to name a few. Alan has a degree in Electronic Engineering and was the main developer of the MPC crowd engine ALICE for many years. ALICE has been used in movies like World War Z, Guardians of the Galaxy, Exodus, Maleficent, 300: Rise of an empire and many others. ToolChefs specialize in creating unique plugins for a variety of software packages, such as Autodesk Maya, The Foundry Nuke, SideFX Houdini and Newtek Lightwave.