|Crowd Field Nodes||List of all the available Crowd Fields. Only the Crowd Fields selected in this list will be exported.|
|Use Existing Simulation Cache||
Avoids running the simulation if a simulation cache already exists, and only exports the FBX/renderer files.
|Export Caa File Only||
If checked, only the Crowd Assets Association file (.caa) is exported.
|Cache Name||Exported cache file name.|
|Start Frame||First frame to export. If the selected Crowd Fields are started after this frame, the export will only start at the frame at which the Crowd Fields start.|
|End Frame||Last frame to export.|
|PreExport Callback||MEL/Python script command called just before the Simulation Export starts|
|PostExport Callback||MEL/Python script command called just after the Simulation Export stops or fails|
Additional per particle attributes to export in the simulation cache. Attributes can be added using the + button and removed using the - button.
Note that the PP attributes used as shader attributes must be exported.
|Output Directory||Directory in which the Simulation Cache files will be exported. It is possible to specify one directory per Crowd Field by manually setting each directory (separated by ";").|
When hitting export, this window issues a glmCrowdSimulationExporter command.
Name & Numbering Convention
The Golaem Simulation Cache files follow the following name template:
The Golaem Simulation Cache format is a binary format, using zip compression, in addition of quantization of positions and orientations. It is meant to reduce cache size on disk, and improve reading/writing efficiency.
If a Detach Behavior is used in the exported simulation or if a Character has some Squatch and Stretch properties, the quantization of positions will be disabled. This will result in greater frame size (usually around 50% bigger).
To handle data contained in Golaem Cache files, a low level API is available. See Golaem Simulation Cache API