Golaem Crowd 7.3.10 | 1.3 Gb
Golaem has released Golaem 7.3.10, the latest update to its crowd simulation system for Maya. In the 7.10 release added a USD procedural plugin for exporting Golaem caches to compatible tools like Houdini in USD format.
Other features added since Golaem 7.0 include morphology variations for crowd characters, support for skinned animated fur, and a new object scattering system for shot layout work.
Improvements
- Added geometryFileIdx Channel Shader Attribute in the Character Maker
- Added support of master keyword in ChOp Nodes
- Added support of Redshift for 3dsMax
- Improved Redshift shading assignment
Bug fixes
- Fixed the Library Tool when not having a license
- Fixed the Render Checker when not having a license
- Fixed Golaem Attributes fetching when there are Initial State overrides
- Fixed geometryId not initialized in Caches when using the Golaemisator Tool
- Fixed physics simulation not working when the PhysX plugin is loaded under Linux
- Fixed a crash when opening the Character Maker within the Physx plugin loaded under Linux
- Fixed a crash when opening the Attributes Spreadsheet on a Killed Entity
- Fixed Vector parsing in Golaem Expressions
- Fixed explicit cast in Golaem Expresions
- Fixed the opening of the Golaemisator Tool
Refactoring
- Added support of Redshift 3.0.36
- Removed support of Redshift 3.0.22
API
- Added nbFrames, framerate, limbs, footprints attributes for the getAttr flag in the glmMotionFileTool command
- Added footprintSequence flag in the glmExportMotion command
Supported DCCs
- Autodesk Maya 2017, 2018, 2019, 2020, 2022 (on demand)
- Autodesk 3ds Max 2018, 2019, 2020
- Foundry Katana 3.X, 4.X
- Unreal Engine 4.25, 4.26
- SideFx Houdini 18.0.566, 18.5.462
Supported Rendering Engines
- Arnold Mtoa 4.0.X, 4.1.X / KtoA 3.0
- V-Ray For Maya 4.0X, 4.1X, 4.3X / For 3ds Max 4.30
- Renderman For Maya 23.0 / For Katana 23.0
- Redshift For Maya 3.0.36 / For Katana 3.0.36 / For 3ds Max 3.0.36
- USD Standalone 0.19.11 and 0.20.02 / For Houdini 18 and 18.5 / For Katana 3.5
- 3Delight For Katana 2.3.2 (through USD)
- Mental Ray For Maya 3.14
- Guerilla Render 2.1, 2.2
Also supported (but must be manually installed):
- Arnold Mtoa 4.2.X / KtoA 2.X
- V-Ray For Maya 5.0.22, 5.1 / For 3ds Max 5.1
- Renderman For Maya 22.4, 22.5 / For Katana 22.4, 22.5
- Redshift For Maya 2.6.49, 2.6.5X / For Katana 2.6.55
- Added geometryFileIdx Channel Shader Attribute in the Character Maker
- Added support of master keyword in ChOp Nodes
- Added support of Redshift for 3dsMax
- Improved Redshift shading assignment
Bug fixes
- Fixed the Library Tool when not having a license
- Fixed the Render Checker when not having a license
- Fixed Golaem Attributes fetching when there are Initial State overrides
- Fixed geometryId not initialized in Caches when using the Golaemisator Tool
- Fixed physics simulation not working when the PhysX plugin is loaded under Linux
- Fixed a crash when opening the Character Maker within the Physx plugin loaded under Linux
- Fixed a crash when opening the Attributes Spreadsheet on a Killed Entity
- Fixed Vector parsing in Golaem Expressions
- Fixed explicit cast in Golaem Expresions
- Fixed the opening of the Golaemisator Tool
Refactoring
- Added support of Redshift 3.0.36
- Removed support of Redshift 3.0.22
API
- Added nbFrames, framerate, limbs, footprints attributes for the getAttr flag in the glmMotionFileTool command
- Added footprintSequence flag in the glmExportMotion command
Supported DCCs
- Autodesk Maya 2017, 2018, 2019, 2020, 2022 (on demand)
- Autodesk 3ds Max 2018, 2019, 2020
- Foundry Katana 3.X, 4.X
- Unreal Engine 4.25, 4.26
- SideFx Houdini 18.0.566, 18.5.462
Supported Rendering Engines
- Arnold Mtoa 4.0.X, 4.1.X / KtoA 3.0
- V-Ray For Maya 4.0X, 4.1X, 4.3X / For 3ds Max 4.30
- Renderman For Maya 23.0 / For Katana 23.0
- Redshift For Maya 3.0.36 / For Katana 3.0.36 / For 3ds Max 3.0.36
- USD Standalone 0.19.11 and 0.20.02 / For Houdini 18 and 18.5 / For Katana 3.5
- 3Delight For Katana 2.3.2 (through USD)
- Mental Ray For Maya 3.14
- Guerilla Render 2.1, 2.2
Also supported (but must be manually installed):
- Arnold Mtoa 4.2.X / KtoA 2.X
- V-Ray For Maya 5.0.22, 5.1 / For 3ds Max 5.1
- Renderman For Maya 22.4, 22.5 / For Katana 22.4, 22.5
- Redshift For Maya 2.6.49, 2.6.5X / For Katana 2.6.55
Since its launch in 2011, Golaem has been adopted by many of the key facilities in the VFX industry, featuring in no fewer than four separate studios’ work on Game of Thrones.
It was developed with the aim of providing a more intutive workflow than traditional simulation software, with users able to use Maya’s native tools to control crowd behaviour.
Golaem also includes toolsets for building custom AI logic, generating automatic variations of crowd characters, and interactively previewing and editing simulations.
Output is natively compatible with Arnold, Guerilla Render, Redshift, RenderMan and V-Ray; and users can output to other DCC tools for rendering, including 3ds Max, Houdini and Unreal Engine.
The key change in Golaem 7.3 is the stable release of the new USD procedural plugin, enabling users to export Golaem simulation caches to other DCC software in the now-VFX-industry-standard USD format.
Readymade plugins are available for Houdini, Katana and the USD standalone, but Golaem has now released the source code under an LGPL licence for studios that need to create plugins for other software. The release also adds support for animation layers within the posture and rig layers of the Layout Tool.
Golaem also now supports proper skinning for characters with procedural fur, enabling fur to move more naturally with the crowd animation. The new workflow is compatible with any system that can export fur as Maya or Alembic curves, including third-party plugins like Yeti and Ornatrix.
The updates also continue the trend established in recent releases of broadening Golaem from a pure crowd simulation system to a more general shot layout tool.
The Population Tool, used to place crowd characters in a scene, gets a new Scatter Mode aimed at distributing environment objects like trees, rocks and buildings.
Assets can be scattered around random ‘seed’ positions on a terrain, or to custom regions of it; and decimated according to surface angle or distance from an object.
Golaem Academy Training Session #1
Golaem Academy Training Session #2
Golaem Academy Training Session #3
Golaem Academy Training Session #4
Golaem develops artist-friendly tools to animate digital characters. Integrated in Autodesk Maya, Golaem makes it fast and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem to bring life to commercials, episodic productions, feature films and games.
Product: Golaem Crowd
Version: 7.3.10 with Character Pack *
Supported Architectures: x64
Website Home Page : http://golaem.com/
Language: english
System Requirements: **
Size: 1.3 Gb
* The Character Pack is a set of ready-to-use characters and motions enabling faster crowd shots creation.
NB: the Character Pack HD only contains the HD casual and busines man, for other characters and sample scenes, install the GolaemCharacterPack
Platforms
- Windows 7 SP1, Windows 8 or 8.1, Windows 10 Pro 64 bit
Graphics
- OpenGL 3.3 (2010) or above
Supported DCCs
- Autodesk Maya 2017, 2018, 2019, 2020
- Windows 7 SP1, Windows 8 or 8.1, Windows 10 Pro 64 bit
Graphics
- OpenGL 3.3 (2010) or above
Supported DCCs
- Autodesk Maya 2017, 2018, 2019, 2020
Please visit my blog
Added by 3% of the overall size of the archive of information for the restoration
No mirrors please
Added by 3% of the overall size of the archive of information for the restoration
No mirrors please