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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
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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
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Support Resources
Support Request
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Behaviors
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Behaviors
Set Bone - Deprecated
This behavior is deprecated. Please use the
Channel Operator
Behavior - a tutorial can be found
here
.
‹ Set Formation
up
Behavior Triggers ›