Installing the Sample Pack

The Golaem Crowd Sample Pack is a preview of the complete Golaem Crowd Character Pack, with a set of sample scenes, ready to be played.
It can be downloaded from the video tutorials page.
 

installing the sample Pack

The Golaem Crowd Samples Pack comes with an auto-extractible installation package.
 
The only required information is the installation directory. The default installation directory is located in the Program Files (or /usr for Linux) directory.
 
Command windows may pop during the installation. They will close automatically when the installation ends. To ensure complete and valid installation, one should not close them manually.
 

PACKAGE DESCRIPTION

Crowd Directory

cam/
  • cam files: These files describe the props and shaders repartition in the crowd. This is where it will be decided to have people in t-shirts or jackets, with color blue & red or with textures… It can be generated and customized from the Golaem Crowd Asset Manager tool. There is one file by renderer (e.g. CMO-man_golaem_mray.cam is the .cam file to use when rendering with Mental Ray).
fbx/
  • CMO-man_golaem.fbx: the source geometry used for rendering. It contains the shaders referenced by their name (but not contained) in the character .fbx file. It is referenced in by all .cam files
motions/
  • Ambient
    • s4d/ctr.xml files : motions to be used to populated a place with characters walking
  • Audience
    • Loop
      • s4d/ctr.xml files : looping motions used to add ambiance in a scene
    • OneShot
      • s4d/ctr.xml files : one shot motions to be used to react to event and add behavior variations in a scene
  • HorsesAndRiders
    • s4d/ctr.xml files : motions used in the HorseRiders demo
skeletons
  • crowdMan.gsk: skeleton of the Golaem Crowd Character Pack character, exported with the skeleton converter tool.
  • crowdMan.gskm: skeleton mapping of the Golaem Crowd Character Pack character, exported with the skeleton converter tool.
source/
  • CMO-man_golaem_preview.ma: the character to be used for skinned mesh preview (it contains a character with no procedural shaders).
  • Other .ma files: source Maya scene containing shaders for each renderer. There is one file by renderer (e.g. CMO-man_golaemMR.ma is file that should be imported in your scene when rendering with Mental Ray).
sourceimages
  • TGA files: the textures used by the Golaem Crowd Character Pack


Data Directory

This directory contains data files used by the installation package (icons, uninstaller…) as well as the End User License for the Golaem Crowd Character Pack

Scenes Directory

samples
  • .ma files: different Maya scenes illustrating the most frequent use cases. They are ready-to-play, but not ready-to-render. One should follow the rendering tutorial for its favorite render to be able to render.
tutorials

 

Moving an installed package

This installation package will extract asset files and automatically set the internal file references (texture path…) to match the installation directory. If one moves the Golaem Crowd Character Pack files after installation, the following file references should be adjusted according to the new path (or the package re-installed to the new destination):
  • In .ma files
    • Reference to texture files (.tga)
    • Reference to skeleton (.gsk) and mapping (.gskm) in EntityTypes
    • Motion (.s4d/.ctr.xml) in Motion Behaviors and Locomotion Behaviors
    • Reference to asset manager file (.cam)
  • In .cam files
    • Reference to character reference for rendering (.fbx)