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Golaem 9.1.1

  • Golaem Documentation
    • Release Notes
    • Introduction
      • Golaem 9
      • Platform Requirements
      • Offline Documentation
      • Older Documentation
      • File Formats
      • Glossary
    • Licensing
      • License Types
      • PLE License
      • Floating License Setup
      • Node-locked license setup
      • Troubleshooting License Setup
    • - - - - - - -
    • New in Golaem 9 (videos)
    • Tutorials (videos)
      • Installing Golaem
      • Golaem Overview
      • Golaem Academy
      • Golaem Layout
      • Assets Conversion
      • Stadium Workflow
      • Battle Series
      • Shot Creation
      • Pipeline
      • Golaem for Unreal
      • Golaem in other DCCs
    • Golaem For Maya
      • Setup At First Launch
      • Installation
        • Overview
        • Single Computer Installation
          • Windows
          • Linux
        • Advanced Installation
          • Windows
          • Linux
        • Rendering Plugins Installation
        • 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
          • Environment Variables List
          • Setting Environment Variables
            • Through the Operating System
            • With maya.env File
      • 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
          • Stadium Complete Video Tutorial
          • Basic Workflow
          • Stadium Placement
          • Stadium Behaviors
          • Adding Flags
          • Adding a Mosaic Tifo
        • Populating City
          • Populating City Streets
          • Simulating Traffic
          • Constraining Passengers To Cars
          • Making Characters Walk Around
        • Creating Battles
          • Complete Battle Workflow
          • Creating synchronized close combat actions
          • Keep a formation while navigating
            • Using an AdaptPosition Behavior
            • Using a SetFormation Behavior
          • Making arrows stick on your characters
        • Creating a Logo with Crowds
        • 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
            • Creating morphology variations with skinning overrides
            • Loading several characters in one gcha file using skeleton overrides
          • Converting Motions
            • Creating motion files (.gmo)
            • Motion Mapping (.gmm)
            • Motion conversion best practices
            • Setting footprints on your motions
            • Handling footprints on FBX motions
            • Making your motions loop
            • Creating a Locomotion Set
            • Using Blend Shapes
            • Using Blind Data to store more accurate animations
          • Importing 3rd Party Assets
            • Using Reallusion Character Creator
            • Importing Mixamo Characters
            • Converting Mixamo Motions
            • Converting 3dsMax (Biped) Characters & Motions
            • Converting Daz characters
            • Converting Advanced Skeleton rigs
        • Placement
          • Free Place Mode for Population Tool
          • Scattering objects with Golaem
          • Using Maya particles to place your Entities
        • Behavior Design
          • Basic Behavior Setup (Static Characters)
          • Basic Behavior Setup (Moving Characters)
          • Behaviors & Triggers Overview
          • 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
          • Playing an fbx/usd/bvh file
        • 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
          • Dynamic Terrain with SetTerrain Behavior
          • Full 3D navigation
            • When is Full 3d navigation needed?
            • Making a horde of crawling insects
            • Making a horde of crawling insects (without UVPin)
            • Mini-planet tutorial
        • 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
          • Using Sensors Filters & ChOps to pair characters
        • Channel Operators
          • Channel Operators Basics
          • Covid Spreading Sim with ChOps
          • Channel Operator Stopping Army
          • Channel Operator Goto
          • Channel Operator Navigation
          • Using Goto and Motion behaviors together
        • Cloth, Fur & FX
          • Different ways of simulating clothes
          • How to Interact with FX inside Maya
          • Cloth Simulation using Nvidia Apex
          • Cloth Simulation with nCloth
          • Cloth Simulation with BlendShapes
          • Cloth Simulation with Geometry Behavior
          • Exporting Golaem data to Houdini
          • FX Integration within USD & Houdini
          • Procedural Fur
          • Animated Procedural Fur
        • Flocking
          • Flocking Overview
          • Basic Workflow
          • Reaching a Target, Fleeing
          • Matching a Shape with Flock
        • Simulation
          • Warping Time
          • Emitters and Kill Behavior
          • Using Master / Slave Behavior
        • Shading
          • Shading Best Practices
          • Adding Texture Diversity
          • Adding Color Variation
        • Rendering
          • Rendering Workflow
          • Creating a Lighting / Rendering Scene
          • Large Crowd Simulations Best Practices
          • Splitting Large Crowd Simulations
          • Dealing With LOD Characters
          • Cloud Rendering
          • Using Render Layers
      • Reference Guide
        • Main Concepts
        • Workflow
        • Motion Prerequisites
        • Character 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
          • Mesh Asset Override
        • 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
            • Common Behavior Attributes
            • Go To
            • Navigation
            • Motion
            • Locomotion
            • Synchronized Motion
            • Navigation And Locomotion
            • Physicalize
            • Force
            • Detach
            • Character Controller
            • Look At
            • IK
            • Adapt Position
            • Adapt Orientation
            • Adapt Ground
            • Mass-Spring
            • Channel Operator
            • Activate Sensor
            • Apex Cloth
            • Cloth
            • UVPin
            • Set Terrain
            • Geometry
            • Constraint
            • Master-Slave
            • Emit
            • Kill
            • Script
            • Traffic
            • Traffic Goto
            • Flock
            • Perch On
            • Steer
            • Set Formation
            • Set Bone - Deprecated
          • 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
            • Track Locator
          • Motion Nodes
            • Motion Clip
            • Motion Collection
            • Motion Skeleton Mapping
          • Sticky Notes
        • Channel Operators
          • Channel Operators Overview
          • Channel Operator Editor Overview
          • Channel Operator Editor Visual Debugger
          • Common Channel Operator Attributes
          • Channel Operators
            • ChOp Note
            • ChOp Input
            • ChOp Sensor Input
            • ChOp Geometry Input
            • ChOp Operation
            • ChOp Bool Operation
            • ChOp Converter
            • ChOp Switch
            • ChOp Multiplexer
            • ChOp Remap
            • ChOp Ramp
            • ChOp Counter
            • ChOp Accu
            • ChOp Memory
            • ChOp Output
            • ChOp Group
        • 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
            • 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 Visual Feedback
          • Crowd Visual Feedback Tool
          • Simulation Troubleshooting
          • Heads Up Display
        • Pipeline Tools
          • Motion Clip Preview
          • Referencing
        • Simulation Export / Bake
          • GDA Attributes Window
          • Golaem Engine Exporter
          • Simulation Exporter / Baker
          • Simulation Export
            • Simulation Cache
          • Simulation Bake
            • Simulation Cache
            • FBX
            • Alembic
            • USD
            • Arnold
            • V-Ray
            • RenderMan
        • Crowd Levels
          • Crowd Levels Overview
          • Crowd Levels Manager
        • Shading
          • Import Crowd Shaders
          • Proxy Crowd Shaders
          • Remove Crowd Shaders
          • Switch Shader
          • HSL Shader
        • Rendering
          • Rendering Workflow
          • Crowd Render Proxy
          • Arnold
            • Switch Shader
            • HSL Shader
            • aiUserData Shader
            • aiUserDataVector Shader
            • Displacement
            • AOVs
            • Matte
            • Opaque
            • Render Stats
          • Redshift
            • Switch Shader
            • HSL Shader
            • RedshiftUserData Shader
            • RedshiftUserDataVector Shader
            • AOVs
            • Displacement
          • Renderman Studio
            • Switch Shader
            • HSL Shader
            • Displacement
            • PxrAttribute Shader
            • Render Stats
            • Particles Visibility
            • Multiple Shader Groups
            • Motion Blur
          • V-Ray
            • Switch Shader
            • HSL Shader
            • V-Ray User Scalar Shader
            • V-Ray User Color Shader
            • Displacement
            • Render Elements / Render Passes
            • Render Stats
          • Guerilla Render
            • Render Proxy
          • Render Stats
          • Renderer Attributes
          • Per Asset Subdivision
          • Per Asset Visibility
          • Light Linking
        • Check Scene Settings
        • Check Render Settings
        • Crowd Settings
      • FAQs
        • General FAQ
        • Assets Conversion FAQ
        • Placement FAQ
        • Behavior Design FAQ
        • Navigation FAQ
        • Locomotion FAQ
        • Ground Adaptation FAQ
        • Physics FAQ
        • Cloth FAQ
        • Shading FAQ
        • Rendering FAQ
        • Baking FAQ
        • Known Issues
    • Golaem Layout
      • Setup at First Launch
      • Tutorials
        • Using the Layout Tool
          • Introduction to the Layout Tool
          • Golaem Layout In-Depth
          • Layout Performance Profiler Tool
          • Keyframable Attributes
          • Using the Animation Layers
        • Driving Maya Objects
        • Tracking Objects
      • Reference Guide
        • Simulation Cache Library
        • Simulation Cache Proxy Manager
        • Simulation Cache Proxy
        • Simulation Cache Layout Tool
          • Overview
          • Layout Editor
          • Layout Editor Keyframable Parameters
          • Layout Editor Nodes
            • Notes
            • Entity Selector
            • Group
            • Merge
            • Translate
            • Rotate
            • Face To
            • Look At
            • Scale
            • Expand
            • Duplicate
            • Snap To
            • Kill
            • Unkill
            • Set Frame
            • Create Entity
            • Frame Offset
            • Play Animation
            • Frame Warp
            • Posture
            • Rig
            • BlindData
            • Ground Adaptation
            • Trajectory Vector Field
            • Set Geometry File
            • Set Rendering Type
            • Set Mesh Assets
            • Add Remove Mesh Assets
            • Replace Shader
            • Set Shader Attribute
            • Set Attribute
            • Edit Trajectory
            • Mirror Geometry
            • Replace LOD Distances
          • Layout Editor Performances
          • Simulation Cache Entity Inspector
        • Simulation Cache Output
        • Golaem Profiler Tool
          • Overview
          • Cache Frame Activity
          • Cache State
          • Performance Bargraph
          • Performance Timeline
          • Profiled Events
      • FAQs
        • Layout FAQ
    • Golaem For Unreal
      • Overview
      • Installation
      • Licensing
      • Setup At First Launch
      • Unreal Character Pack
      • Character Import
      • Golaem Simulation Node
        • Overview
        • Supported Nodes
        • Using Blueprint Nodes
        • Simulation Export
        • Shooter Use Case
      • Golaem Cache Node
      • FAQ
    • Golaem For Houdini
      • Overview
      • Installation
      • Licensing
      • Rendering With Houdini
      • Rendering With Houdini and HtoA
    • Golaem For Katana
      • Overview
      • Installation
      • Licensing
      • Rendering From Katana
    • Golaem For USD
      • Overview
      • Installation
      • Rendering through USD
      • Shading Variations through USD / Solaris
    • Golaem For 3dsMax
      • Rendering with V-Ray
      • Rendering with Redshift
    • Technical Documentation
      • File Formats
        • Character Geometry File (.gcg)
        • Character File (.gcha)
        • Golaem Digital Asset (.gda)
        • RIB Files (.rib)
        • Simulation Cache Files (.gscf, .gscs)
        • Simulation Cache Layout File (.gscl)
        • Simulation Cache Library File (.gscb)
        • USD Files (.usda)
        • VRScene Files (.vrscene)
      • MEL/Python Commands
        • getPPAttribute
        • glmAttributeInitialState
        • glmBatchCrowdSimulationExporter
        • glmChannelTool
        • glmCharacterFileTool
        • glmCharacterMaker
        • glmCheckLicense
        • glmCreatePopulationTool
        • glmCrowdSimulationBaker
        • glmCrowdSimulationExporter
        • glmCrowdSettings
        • glmDuplicateBehaviors
        • glmEmitParticles
        • glmExportCharacter
        • glmExportCharacterGeometry
        • glmExportFurCache
        • glmExportMotion
        • glmExportMotionMapping
        • glmExportTerrain
        • glmGetSceneLicenseCheck
        • glmLayoutTool
        • glmMayaToSimulationCache
        • glmMotionFileTool
        • glmNavMeshCreator
        • glmParticleHandleConnections
        • glmPopToolHandleConnections
        • glmSaveAsCustomXXX
        • glmSimulationCacheMerge
        • glmSimulationCacheTool
        • glmSortParticleIds
        • glmTerrainFileRaycast
        • mayaToGda
        • User Callbacks
      • MEL/Python Utilities
        • Create a Bounding Box for a Crowd Field
        • Query and edit attributes in Golaem Editors
        • Update the Terrain Locator Connected to Population Tools
      • Pipeline
        • dirmap
        • filePathEditor
        • optionVar
        • Environment Variables
      • Development Tool Kit
        • Golaem Simulation Cache C++ API
        • Golaem Simulation Cache Python API
        • Golaem Layout Python API
        • Golaem Digital Asset Python API
        • Golaem Geometry Generation C API
        • Simulation Cache Reader Plugin
    • - - - - - - -
    • Support
      • Support Resources
      • Support Request

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Home » Golaem Documentation » Introduction

Offline Documentation

As of August 5th, 2025, Golaem will no longer provide direct support.

All support for Autodesk Golaem will now be handled exclusively through Autodesk support channels and this website will be deactivated.

Please bookmark the Autodesk Golaem Support section for any future support needs related to Autodesk Golaem packages.

You can download the latest offline version of the Golaem Crowd documentation here:

  • Golaem 9.1.1
  • Golaem 9.1
  • Golaem 9.0.2
  • Golaem 9.0.1
  • Golaem 8.2.7
  • Golaem 8.2.6
  • Golaem 8.2.5
  • Golaem 8.2.4
  • Golaem 8.2.3
  • Golaem 8.2.2
  • Golaem 8.2.1
  • Golaem 8.2
  • Golaem 8.1.4
  • Golaem 8.1.3
  • Golaem 8.1.1
  • Golaem 8.1
  • Golaem 8.0.3
  • Golaem 7.3.12
  • Golaem 7.3.11
  • Golaem 7.3.10
  • Golaem 7.3.9
  • Golaem 7.3.8
  • Golaem 7.3.7
  • Golaem 7.3.6
  • Golaem 7.3.5
  • Golaem 7.3.4
  • Golaem 7.3.3
  • Golaem 7.3.2
  • Golaem 7.3.1
  • Golaem 7.3
  • Golaem 7.2.2
  • Golaem 7.2.1
  • Golaem 7.2
  • Golaem 7.1.1.1
  • Golaem 7.1
  • Golaem 7.0.3
  • Golaem 7.0.2
  • Golaem 7.0.1
  • Golaem 6.4.4
  • Golaem 6.4.3
  • Golaem 6.4.2
  • Golaem 6.4.1.1
  • Golaem 6.4
  • Golaem 6.3.5
  • Golaem 6.3.3
  • Golaem 6.3.2
  • Golaem 6.3.1
  • Golaem 6.3
  • Golaem 6.2.3
  • Golaem 6.2.2
  • Golaem 6.2.1
  • Golaem 6.1.2.1
  • Golaem 6.1.1
  • Golaem 6.1
  • Golaem 6.0.2
  • Golaem 5.3.4.1
  • Golaem 5.3.4
  • Golaem 5.3.3
  • Golaem 5.3.2.1
  • Golaem 5.3.1
  • Golaem 5.3.0.2
  • Golaem 5.2.1
  • Golaem 5.2.0.1
  • Golaem 5.1.1
  • Golaem 5.0.4
  • Golaem 5.0.3
  • Golaem 5.0.2.1
  • Golaem 4.3.3
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