Goleam settup

  1. Creation of a rig for the mesh.
  2. The mesh must face forward and be at 0,0,0.
  3. The mesh must not have deformations or any other damage.
  4. Creation of the GCHA model for simulation.
  5. Creation of the GCG model for Unreal Engine.

Character scale set to 1, perform all tasks at a scale 100 times smaller than in Unreal, and export GSC and GCHA as well. Recommendation: Even if you receive a mesh with a certain world position, it is advisable to set the scale and world offset to the center (bugs with camera clipping may occur when the mesh is far away in Maya). Additionally, in the Unreal Engine, set GLMCROWD_UNIT=3 (due to Goleam’s Unreal scale x100). Also, be cautious about grouping as it can affect the display.

  • Left: door mesh is 1 Maya unit width * 2 Maya units height => 1 Maya unit equals 1m => Crowd Unit has to be in meters (default value)
  • Middle: door mesh 10 Maya units width * 20 Maya units height => 10 Maya units equals 1m => 1 Maya unit equals 0.1m => Crowd Unit has to be in decimeters.
  • Right: door mesh is 100 Maya units width * 200 Maya units height => 100 Maya units equals 1m => 1 Maya unit equals 0.01m => Crowd Unit has to be in centimeters.

Reference: Golaem Documentation – General FAQ Golaem Documentation – Setup First Launch

Golaem pulls geometry into temporary files and is not real-time; it is necessary to reload the mesh each time.

  1. Assign Character
  2. Create terrain shape.
  3. Place the character through the particle system (locations where entities will stand can be selected directly by selecting object faces).
    1. Placement of points and setting a field of values (population).
    2. Creating a population.
    3. Dispersing the population into different entities.
  4. Change of display, checking functionality.
  5. Change of character.
  6. Goleam Behavior Editor – setting animations.
    • Animations can be blended differently.
    • Set when they should be triggered or how they should react to each other.
    • Everything can be set in the attribute editor when selecting an animation.
    • An orange circle indicates the mirrored version of animations.
    • Set various random values for non-repetitiveness.
  7. Workflow: Set up units and scenes, create a field and disperse entities. It is recommended to only enable one entity at a time to assess its repetition and render.

(4000 people – fast test over two days with learning)


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