Romans and Gauls battle scene created on Golaem Crowd on Maya on Windows 7 |
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Developer(s) | Golaem |
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Initial release | May 2011 |
Stable release | 1.3 / November 2011 |
Development status | Active |
Written in | C++, MEL, Python |
Operating system | Linux Microsoft Windows |
Platform | x86, x64 |
Available in | English |
Type | 3D Computer Graphics |
License | Proprietary |
Website | www.golaem.com/crowd |
Golaem Crowd is a plug-in for Autodesk Maya that allows for the simulation of controllable characters crowds based on independent agents.[1] It is developed by Golaem, a France-based software company.
It is a tool to generate characters in reachable areas of the scene (e.g. to place an army in a field avoiding trees and rocks) While animators can use Maya tools to make the crowd characters (represented as particle) move in the scene, the plugin provides navigation behaviors to make them go from A to B autonomously.[2] It allows for automatic navigation mesh computation, Roadmap-based path planning and configurable steering behaviors (including reactive collision avoidance).
The included animation engine enables to replay previously created motion, even on characters of different morphologies. Golaem Crowd can adapt motions to the ground and automatically compute transitions between motions, for two legged or four legged motion. It provides: Automatic and editable skeleton mapping, biped & quadruped dedicated animation engine, automatic motion retargeting, blending & ground adaptation. Animations can be triggered and blended by defining associated behaviors with start/stop trigger conditions.
The user interface is based on Maya workaday objects (particles, fields…). Golaem Crowd is based on the standard animation workflow in CGI, and allows to incrementally build a scene. Steps are validated one by one: assets, flows, population; behaviors; animation.
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Some examples where Golaem Crowd was used in production includes:
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