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This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644655
Golaem releases Golaem 5, introducing the Layout Tool, a post-simulation edition tool based on Maya manipulators.
Manipulate simulated characters
Simulated Characters can be transformed simply by using the Maya translate, rotate and scale tools and duplicate / kill functions. Artists do not need to care about snapping characters to the ground as it is still automatically done by Golaem.
Edit characters appearance or simply “be lucky”
To add variations, the characters’ props and shading can be randomized or manually hand-picked using the Character Palette.
Retime animation
Animation can be offsetted in time or have its speed increased/decreased. Artists can then easily match their characters timing with an external element or add animation variations on duplicated characters.
Manually offset or edit animation
Artists can also quickly edit postures directly from the simulation layout tool, or import a complete character skeleton to manually animate it.
Change your mind anytime
Because the Layout Tool works as a layer on top of the simulation, it is very quick and all modifications are cancellable or customizable at any time in the History Stack.
The Layout Tool and other new features in Golaem 5 are detailed in the following introduction videos
We were delighted to present Golaem Crowd motion retargeting techniques at ACM DigiPro 2015 this summer. Today we are sharing our full paper as well as slides and videos. You should definitely check the other amazing DigiPro 2015 presentations by Pixar, Dreamworks, ILM and Iloura which are available on the ACM Digital Library.
Amongst the various tools embedded in Golaem Crowd, it includes a dedicated character animation engine. Golaem Crowd animation engine allows real-time motion retargeting as well as interactive motion synchronization and blending.
For this talk, we detailed the Golaem Crowd motion retargeting workflow, as well as its features and how it helps solving production constraints by reducing the number of assets to create and by facilitating the reuse of assets.
Indeed, in a crowd simulation context, motion retargeting has several benefits. A same motion can be used for several character morphologies helping to reduce the number of motions to capture, process or create. It also allows reusing motions created for a specific character, in a previous show, on a new character.
The Golaem team will attend both DigiPro and Siggraph this year. We will be happy to meet you there and hear about your next crowd challenges. Do not miss the live demos on booth #737!
We are excited to show you the latest productions done with Golaem Crowd 4 (Game Of Thrones, Jonathan Strange & Mr Norrell, ...), our new integrations (3dsMax+V-Ray, Renderman 19/20, Guerilla Render, Katana...). You will also get a chance to see the latest features we have been working on. They are going to revolutionize the way you do crowds!
DigiProMotion Retargeting for Crowds
Saturday, 8th 9:45am - 11:25am |
SiggraphMeet with our Team
Tuesday 11th - Thursday 13th |
Golaem User GroupMeet with people creating crowds
Monday 10th 6 - 9pm |
VRayGolaem for 3ds Max Extends Production-Quality Crowd Rendering to New VFX and Game Studios; Joint Development with Chaos Group
Today, Golaem announces VRayGolaem for 3ds Max, a free plug-in that brings V-Ray’s production rendering power to a new set of Golaem Crowd users.
Already a fixture of the VFX scene, Golaem Crowd is known for crowd simulations that can exceed 100,000 characters, all while exhibiting high amounts of diversity. Now the same high-quality crowds that VFX and game studios create in Autodesk Maya can be rendered in 3ds Max.
Procedural Rendering
Co-developed with Chaos Group, VRayGolaem for 3ds Max’s rendering workflow hinges on a combination of Golaem’s proprietary simulation cache technology and V-Ray scene files. Unlike other solutions, character geometry is not exported, but recomputed from simulation cache before being sent to V-Ray. This process makes exporting incredibly fast and reduces the size of all exported files by 99%. All shaders and assets distribution can be tweaked at any time, removing the need for re-caching that can make the creation process slow and inconvenient.
Native V-Ray features
Designed to replicate a native V-Ray workflow, the VRayGolaem for 3ds Max plugin supports all V-Ray 3.0 features such as 3D motion blur, render elements, subdivision and more. All scenes translate as simple V-Ray proxy objects, keeping rendering speeds fast and efficient.
3ds Max Viewport Display
To further simplify layout and lighting steps, VRayGolaem for 3ds Max can display the crowd characters’ bounding box in the 3ds Max viewport without slowing it down. Additionally, thanks to a proxy node, artists will be able to control every aspect of how their crowds are rendered without having to go back into Maya.
Nicolas Chaverou, Golaem Crowd Product Manager, comments: “We are thrilled to deliver an efficient way of rendering crowds to 3ds Max users. Artists can now get the most out of V-Ray 3.0 inside their package of choice, without having to rely on heavy workarounds. We have been in touch with several first-class studios using 3ds Max and V-Ray; they are really excited!”
The VRayGolaem for 3ds Max plugin is available now, for free. Download and installation instructions can be found in Golaem’s support section: http://vray3ds.mayacrowd.com
Learn more:
About Chaos Group
Chaos Group creates physically-based rendering and simulation software for artists and designers. Founded in 1997, Chaos Group has devoted the last 18 years to helping artists advance the speed and quality of one of their most important tools. Today, Chaos Group’s photorealistic rendering software, V-Ray®, has become the rendering engine of choice for many high-profile companies and innovators in the design and visual effects industries.