Known Issues

Rearranging Behaviors in the Outliner

Moving behaviors in the Outliner in order to arrange them in a different way (e.g. re-parenting behaviors under other behaviors as in Figure 15), may induce errors and failures in your Golaem Scene.
Example of Invalid Rearrangement of Behaviors.

Physics Simulation is not 100% Reproductible

Due to the use of the a physics engine (and the difference of CPU usage at each simulation sample), the ragdoll behavior does not produce EXACTLY the same result between two simulations with the same set of parameters. Nevertheless, notice that the differences will be very slight, even sometimes unnoticeable.

Ramp Control in SetBone Behavior does not save Control Points at (0;0)

Due to a Maya bug, creating a control point at position 0 with a value of 0 will not be saved within the Maya file. Putting any other position or value different than 0 (even really small) will fix the problem:

The CharacterMaker Geometry Tab does not react when clicked

It may happens that when clicking on the Geometry Tab to switch the CharacterMaker to geometry mode, it does not react, as if it were grayed out.

It is caused by a bug in the UI library Golaem is relying on. Usually clicking at the very top of the Geometry Tab is enough to make it works. In other cases you may need to change the Character Maker mode (Character / Motion / Motion Mapping) and get back to Character Mode to make it works.

Because this is not 100% reproductible and apparently happens very randomly, we could not fix this bug yet (or asked the UI library to fix it). If you know how to reproduce it reliably, do not hesitate to drop us an email!

The Layout Tool manipulators react weirdly when Entities are selected with the 'Soft Select' option on

When selecting Entities in 'Soft Select' mode in Cache Replay and translating / rotating / scaling them with the Layout Tool, the result of the transformation within the viewport will be jerky. The workaround is to disable 'Soft Select' in the Selection Tool and reselect the Entities.

BlendShapes are sometimes not working within Golaem and Maya 2018

Due to a Maya 2018 bug (and further), sometimes blendshape geometry targets are not visible in the Maya Shape Editor and thus Golaem is not able to export them in the Character Geometry File (.gcg). The way to check a Character Geometry File is impacted by this bug is to import it within Maya (File / Import) and change the value of the blendshape. If the blendshape does not have the expected influence on the geometry, use the workaround below.

The workaround is to export your Character Geometry as FBX file and reimport it in Maya. When exported to FBX, blendshape geometry targets are reconstructed and available when reimported into Maya.

Blendshapes can only be evaluated after skinning within Golaem

Even if Maya allows to order deformations in any way, this is not supported in FBX, USD and Golaem. Blendshapes deformation will always happen after skinning so make sure not to change the default order in Maya.

Other Issues

For any other issue, please contact us