Basic Setup

LOADING YOUR RIG

1. Load the rig in Maya and check that it fits the character prerequisites

2. Open the Skeleton Converter

3. Select the root joint of the rig (the very first joint in your hierarchy) from the outliner, and click on the "Load Currently Selected Skeleton" button

4. Check that your character skeleton is correctly detected. If not, you can try other detection modes. 

5. Export the skeleton description by clicking on the "Export Skeleton" button

6. Go to the "Skeleton Mapping" tab

7. Check that the automatic mapping is correct. If not, it is possible to manually correct it.

8. Export the skeleton mapping by clicking on the "Export Mapping" button

 

CREATING ASSETS FILES

1. Open the Asset Manager

2. Select the root joint of your character (it is important to select the same joint as the one you selected to load the rig)

3. Click on the "+" button to add a character. 

4. Select the created character in the Asset Manager, then select the character mesh(es) in the outliner.

5. Click on the "+" button to create an asset group, name it "Fullbody". Golaem Crowd automatically detect the associated shaders and store their name. 

6. Select the character again in the Asset Manager and click on the "Export FBX" button

7. Go to the "Rendering Types" tab

8. Click on the "+" button to add a new rendering type

9. Select the created rendering type, and add the previously created asset group named "Fullbody"

10. Click on the "Save" button to save a .cam file

The created asset file will enable you to use your character with Golaem Crowd, but it is not designed for Visual Diversity. Check the related chapter to learn how to create a diversity ready .cam file.

 

CREATING A TEST SCENE

To check your character were imported correctly, you can follow the Quickstart and use the previously generated files