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Updated for Golaem 6


Documentation 5.3.4.1

Golaem 6.2.4

    • Release Notes
    • Introduction
      • Golaem 6
      • Platform Requirements
      • Offline Documentation
      • Older Documentation
      • File Formats
      • Glossary
      • Updating from Golaem Crowd 4.X to 5.0
      • Using the new GCG format
    • Installation Guide
      • Overview
      • License Setup
        • License Types
        • PLE License
        • Floating License Setup
        • Node-locked license setup
        • Troubleshooting License Setup
      • Single Computer Installation
        • Windows
        • Linux
      • Advanced Installation
        • Windows
        • Linux
        • Using renderer compatibility procedurals
      • Installing the Character Pack
      • Render Farm Deployment
        • Overview
        • Configuring Render Farm Manager
          • Backburner
          • Deadline
          • RenderPal
          • Royal Render
          • Rush
          • Other Software
        • Checking Render Farm Deployment
        • Troubleshooting
      • Environment Variables Reference
        • Environment Variables List
        • Setting Env. vars without Render Farm Manager
          • Through the Operating System
          • With maya.env File
    • Setup At First Launch
    • Video Tutorials
    • Tutorials
      • Quick Start
      • Samples & Character Pack
        • Character Pack Overview
        • Using the Samples Scenes
        • Fine-tuning Character Pack Props & Shaders
        • Customizing Character Pack Shaders
        • Customizing Character Pack Props
      • Populating a Stadium
        • Basic Workflow
        • Stadium Placement
        • Stadium Behaviors
        • Adding Flags
        • Adding a Mosaic Tifo
      • Populating City
        • Populating City Streets
        • Simulating Traffic
      • Creating Battles
        • Creating synchronized close combat actions
        • Archer Scene Tutorial
        • Keep a formation while navigating
          • Using an AdaptPosition Behavior
          • Using a SetFormation Behavior
      • Creating your logo with crowds
      • Making a horde of crawling insects
      • Golaemizator Tool
      • Assets Conversion
        • Character Creation Best Practices
          • Characters and Motion Prerequisites
          • Skinning Rigid Props for Instancing
          • Splitting Meshes for variety generation
        • Converting Characters
          • Character Conversion Workflow
          • Converting Skeleton
          • Best practice for mapping fingers with Golaem
          • Defining Geometry
          • Setting up your character for Physics
          • Adding Blind Data to a Character
          • Adding a Movable Props to a Character
          • Non uniform scale using Squash and Stretch
        • Converting Motions
          • Creating motion files (.gmo)
          • Motion Mapping (.gmm)
          • Motion conversion best practices
          • Setting footprints on your motions
          • Making your motions loop
          • Creating a Locomotion Set
          • Using Blend Shapes
          • Using Blind Data to store more accurate animations
        • Importing 3rd Party Assets
          • Converting Mixamo Auto Rigged Characters
          • Converting Mixamo Motions
          • Converting 3dsMax (Biped) Characters & Motions
          • Converting Daz characters
          • Converting Advanced Skeleton rigs
      • Placement
        • Using Maya particles to place your Entities
      • Behavior Design
        • Basic Behavior Setup (Static Characters)
        • Basic Behavior Setup (Moving Characters)
        • Using the Trigger Editor
        • Sharing Behaviors between multiple Entitiy Types
        • Running Behaviors One After Another
        • Running Behaviors Simultaneously
        • Mapping Objects to Triggers and Behaviors
        • Start/Stop Behaviors with Triggers
        • Dual Behaviors Handling
        • Per-Particle Attributes Handling
        • Golaem Attributes Handling
        • Golaem Attributes or Per Particle Attributes
      • Animation
        • Choosing between Motion / Locomotion / SyncMotion Behaviors
        • Playing walking motions straight ahead with random start
        • Playing motions in sequence
          • Overview
          • Simple transitions
          • Custom Animation Transitions
        • Playing several motions at the same time
          • Playing Motions in Parallel
          • Mixing motions on different body parts
          • Animation Layers (Additive Blending)
          • Interpolated Motion Blending
        • Playing a Motion Based on Speed / Orientation
          • With the Locomotion Behavior
          • Using the entityVelocity channel
        • Adding variety in your characters animation
        • Editing motions procedurally at simulation time
          • Adding procedural variation to an animation
          • Editing Motion Clips
      • Navigation
        • Different ways of setting up navigation
        • Driving Entities with Vector Fields
        • Driving Entities with nParticles
        • Using the CharacterController for avoidance
        • Driving Entities with Maya Fields
      • Physics
        • Basic Workflow
        • Creating an Explosion Effect
        • Physics Environment Best Practices
          • Preparing your scenes for Physics
          • Getting better collisions with rigid bodies/environment
          • Baking Colliders Transforms
        • Physics with animated colliders
        • Pinning Physicalized Character
        • Ragdoll recovering to animation
        • Walking on Dead Entities
          • With AdaptGround Behavior
          • With CharacterController Behavior
        • Simulating a bowl of falling pasta
      • Perception
        • Using Sensors
      • Channel Operators
        • Channel Operator Stopping Army
        • Channel Operator Goto
        • Channel Operator Navigation
      • FX
        • Different ways of simulating clothes
        • How to Interact with FX
        • Cloth Simulation using Nvidia Apex
        • Cloth Simulation with nCloth
        • Cloth Simulation with BlendShapes
        • Cloth Simulation with Geometry Behavior
        • Exporting Golaem data to Houdini
      • Flocking
        • Basic Workflow
        • Reaching a Target, Fleeing
      • Simulation
        • Warping Time
        • Emitters and Kill Behavior
      • Cache Layout
        • Using the Cache Layout Tool
      • Shading
        • Adding Color Variation
        • Adding Texture Diversity
      • Rendering
        • Creating a Lighting / Rendering Scene
        • Large Crowd Simulations Best Practices
        • Splitting Large Crowd Simulations
        • Dealing With LOD Characters
        • Rendering From Maya
          • Rendering With Mental Ray
          • Rendering With V-Ray for Maya
          • Rendering With Arnold
          • Rendering with 3Delight
          • Rendering With Renderman Studio
          • Rendering through FBX Export
        • Rendering From 3ds Max
          • Rendering with V-Ray
        • Rendering from Guerilla
        • Rendering from Katana
          • Rendering With Katana
        • Rendering From Command Line
          • Rendering RIB Files
          • Rendering MI Files
          • Rendering VRScene Files
          • Rendering ASS Files
        • Cloud Rendering
    • FAQs
      • General FAQ
      • Assets Conversion FAQ
      • Placement FAQ
      • Behavior Design FAQ
      • Navigation FAQ
      • Locomotion FAQ
      • Ground Adaptation FAQ
      • Physics FAQ
      • FX FAQ
      • Shading FAQ
      • Rendering FAQ
      • Layout FAQ
      • Known Issues
    • Reference Guide
      • Main Concepts
      • Workflow
      • Character Prerequisites
      • Motion Prerequisites
      • Assets Conversion
        • Character Maker Main Concepts
        • Character Maker Overview
        • Character Maker Controls
        • Character Mode
          • Character Mode
          • Skeleton Tab
            • Skeleton Tab Overview
            • Main Workspace (Skeleton)
          • Geometry Tab
            • Geometry Tab Overview
            • Main Workspace (Geometry)
            • Asset Properties
            • Asset Outliner
        • Motion Mode
          • Motion Mode
          • Main Workspace (Motion)
        • Motion Mapping Mode
          • Edit Motion Mapping
          • Replay Mode
          • Main Workspace (Motion Mapping)
        • Main Workspace
        • Character Maker Locator
      • Terrain / Environments
        • Navmesh Creator
        • Terrain Locator
        • Physics Locator
        • Perception Locator
        • Sensor Locator
        • Flock Locator
        • Cloth Locator
        • Traffic Locator
        • Traffic Crossing Locator
      • Entity Type Definition
        • Entity Type
        • Entity Type Attribute
        • Group Entity Type
        • Entity Display
      • Paint
        • Paint Tool Context
        • Painted Zone Locator
        • Vector Field Locator
      • Placement
        • Population Tool Context
        • Population Tool Locator
      • Simulation
        • Crowd Manager
        • Crowd Archiver
        • Golaem Attribute Spreadsheet
        • Crowd Field
      • Behaviors
        • Behaviors Main Concepts
        • Behavior Editor Overview
        • Behavior Editor Controls
        • Behaviors
          • Go To
          • Navigation
          • Motion
          • Locomotion
          • Synchronized Motion
          • Motion Clip
          • Physicalize
          • Force
          • Detach
          • Character Controller
          • Look At
          • IK
          • Adapt Position
          • Adapt Orientation
          • Adapt Ground
          • MeshPinGoto
          • Navigation And Locomotion
          • Set Bone
          • Channel Operator
          • Activate Sensor
          • Cloth
          • Apex Cloth
          • UVPin
          • MeshPin
          • Geometry
          • Constraint
          • Master-Slave
          • Emit
          • Kill
          • Attribute
          • Script
          • Set Formation
          • Flock
          • Perch On
          • Steer
          • Traffic
          • Traffic Goto
          • Common Behavior Attributes
        • Behavior Triggers
        • Behavior Operators
          • Behavior Container
          • If
          • Random
          • Parallel
          • No Order
          • Block
          • Loop
          • Anchor
        • Behavior Tools
          • Crowd Ramp
          • Channels
          • Expressions
          • Behaviors/Triggers Special Tags
        • Behavior Locators
          • Crowd Target Locator
          • External Entity Locator
          • Crowd Rigid Body
        • Sticky Notes
      • Channel Operators
        • Channel Operators Overview
        • Channel Operator Editor Overview
        • Channel Operator Editor Visual Debugger
        • Common Channel Operator Attributes
        • Channel Operators
          • ChOp Converter
          • ChOp Input
          • ChOp Multiplexer
          • ChOp Operation
          • ChOp Output
          • ChOp Sensor Input
          • ChOp Note
      • Triggers
        • Triggers Main Concept
        • Trigger Editor Overview
        • Trigger Editor Controls
        • Triggers
          • Random Trigger
          • Current Frame Trigger
          • Polygon Zone Trigger
          • Painted Zone Trigger
          • Texture Trigger
          • Distance Trigger
          • Driven Attribute Trigger
          • PPAttribute Trigger
          • Expression Trigger
          • Behavior Time Trigger
          • Motion Time Trigger
          • Script Command Trigger
          • Physics Collision Trigger
          • Boolean Trigger
          • Fade Trigger
          • Common Trigger Attributes
        • Trigger Operators
          • AND
          • OR
          • XOR
          • NOT
          • ACCU
          • Trigger Container
        • Animation Transitions Main Concept
      • Visual Feedbacks
        • Simulation Troubleshooting
        • Crowd Visual Feedback Tool
      • Pipeline Tools
        • Crowd Swiss Knife
        • Motion Clip Preview
        • Referencing
      • Simulation Export / Bake
        • Simulation Exporter / Baker
        • Simulation Export
          • Simulation Cache
          • Assets Association
        • Simulation Bake
          • Simulation Cache
          • FBX
          • Alembic
          • Arnold
          • V-Ray
          • Mental Ray
          • RenderMan
      • Simulation Layout
        • Simulation Cache Library
        • Simulation Cache Proxy Manager
        • Simulation Cache Proxy
        • Simulation Cache Layout Tool Overview
        • Character Palette Overview
        • Deformation Layers
          • Transformation Layers
          • Duplicate Layers
          • Time Edition Layers
          • Visibility Layers
          • Posture Edition Layers
          • Trajectory Edition Layers
          • Geometry Edition Layers
      • Rendering
        • Rendering Workflow
        • Crowd Render Proxy
        • Arnold
          • Render Proxy
          • Switch Shader
          • HSL Shader
          • aiUserData Shader
          • aiUserDataVector Shader
          • Displacement
          • AOVs
          • Opaque
        • V-Ray
          • Render Proxy
          • Switch Shader
          • HSL Shader
          • V-Ray User Scalar Shader
          • V-Ray User Color Shader
          • Displacement
          • Render Elements / Render Passes
        • Mental Ray
          • Render Proxy
          • Switch Shader
          • HSL Shader
          • GetUserDataInt Shader
          • GetUserDataScalar Shader
          • GetUserDataVector Shader
          • Transparent Textures
          • High Resolution Textures
        • Redshift
          • Render Proxy
          • Switch Shader
          • HSL Shader
          • RedshiftUserData Shader
          • RedshiftUserDataVector Shader
          • AOVs
          • Displacement
        • Renderman Studio
          • Render Proxy
          • Switch Shader
          • HSL Shader
          • GetUserData Float Shader
          • GetUserData Vector Shader
          • Particles Visibility
          • Multiple Shader Groups
          • Motion Blur
        • 3Delight
          • Render Proxy
          • Switch Shader
          • HSL Shader
          • GetUserData Float Shader
          • GetUserData Vector Shader
        • Guerilla Render
          • Render Proxy
        • Import Crowd Shaders
        • Check Render Settings
        • Light Linking
      • Crowd Settings
    • Technical Documentation
      • File Formats
        • Character Geometry File (.gcg)
        • Character File (.gcha)
        • ASS Files (.ass)
        • RIB Files (.rib)
        • VRScene Files (.vrscene)
        • Katana Files (.xml)
      • MEL/Python Commands
        • getPPAttribute
        • glmAssetMeshTools
        • glmBatchCrowdSimulationExporter
        • glmChannelTool
        • glmCharacterFileTool
        • glmCharacterMaker
        • glmCheckLicense
        • glmConvertFbxToGcg
        • glmCrowdSimulationBaker
        • glmCrowdSimulationExporter
        • glmDuplicateBehaviors
        • glmEmitParticles
        • glmExportCharacter
        • glmExportCharacterGeometry
        • glmExportMotion
        • glmExportMotionMapping
        • glmExportTerrain
        • glmHistory
        • glmMayaToSimulationCache
        • glmParticleHandleConnections
        • glmPopToolHandleConnections
        • glmSimulationCacheEditorImport
        • glmSimulationCacheTool
        • glmSortParticleIds
      • MEL/Python Utilities
        • Create a Bounding Box for a Crowd Field
        • Update the Terrain Locator Connected to Population Tools
      • Pipeline
        • dirmap
        • filePathEditor
        • optionVar
      • Development Tool Kit
        • Golaem Simulation Cache API
        • Golaem Geometry Generation API
        • Simulation Cache Reader Plugin
    • User Group
    • Support Request
Home / Golaem Crowd Documentation / Installation Guide

Advanced Installation

  • Windows
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  • Using renderer compatibility procedurals
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