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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 » Golaem For Maya » Tutorials » Populating City

Making Characters Walk Around

‹ Constraining Passengers To Cars up Creating Battles ›