File Formats

Character Files

Golaem Character File (.gcha)

Golaem Crowd representation of a Maya character. It can be generated with the Character Maker.
The Golaem Crowd Character is composed of two parts:

  • The character skeleton: it comprises the joint hierarchy, relationship between joints (roll bones...), blend shapes list,  physics properties (colliders, joint limits, mass...)...
  • The character geometry: it comprises the list of the meshes, shaders, shader attributes and asset repartition which will be used to generate the final aspect of characters at render time.
Golaem Motion File (.gmo) Golaem Crowd internal representation of a motion clip. Only important information of postures is stored and those postures can be automatically retargeted on any morphology. Golaem Motion files can be generated with the Character Maker
Golaem Motion Mapping File (.gmm) Allows to map a given Golaem Character File to a motion originating from any morphology. Golaem Motion Mapping files can be generated with the Character Maker

Environment Files

Golaem NavMesh files (.gse) Stores a simplified representation of the terrain, a roadmap and all the obstacles. It can be generated with the NavMesh Creator
PhysX files (.xml) Stores the physics representation of the environment and their properties (mass, restitution...). It can be generated from the Physics Locator.

Simulation Cache Files

Golaem Simulation Cache file (.gscs and .gscf) Golaem Simulation Cache containing the result of a simulation (positions, orientations, scales & postures). It can be generated with the Simulation Exporter
Golaem Crowd Assets Association file (.caa) Defines how the Rendering Types are assigned to the Golaem Crowd Entities . It is generated thanks to the Simulation Exporter. More here.
RenderMan Interface Bytestream (.rib) Pixar RenderMan scene description language. It can be generated with the Simulation Exporter
Mental Ray Interface (.mi) NVidia Mental Ray scene description language. It can be generated with the Simulation Exporter

VRScene (.vrscene)

Chaos Group VRay scene description language. It can be generated with the Simulation Exporter
Arnold Scene (.ass) SolidAngle Arnold scene description language. It can be generated with the Simulation Exporter
FBX (.fbx) Autodesk interchange file format. It can be generated with the Simulation Exporter
GCG (.gcg) Golaem custom file format to store geometry. This format is meant to speed up loading and rendering in most case, but may handle less features than FBX. See the GCG format specific page for more information

Simulation Cache Layout Files

Golaem Simulation Layout file (.gscl) Contains the edition operations applied to Simulation Cache (translate of a character, edition of his posture, kill list...). It can be generated with the Simulation Cache Layout Tool

Simulation Cache Layout Files

Golaem Simulation Cache Library file (.gscb) Stores a library of previously exported Simulation Cache Files and their Layout Files as Library Items. Those items can then be drag and dropped in a scene. It can be generated using the Simulation Cache Library Tool.

Miscellaneous

Golaem Log file

glmCrowd.log. Its filepath can be changed with the Crowd Settings Dialog.