Golaem Crowd is a plug-in for
Autodesk Maya that allows for the simulation of controllable character crowds based on independent
agents.[2] It is developed by
Golaem, a France-based software company.
History
The first public version of the software was presented and released in May 2011 at the 16th annual FMX conference in
Stuttgart.[3][4][5]
V1.1 was released in June 2011 with the added support of
3Delight.[6]
V1.2 was released in September 2011, it was the first version supporting Chaos Group's
V-Rayrendering engine and using Disney's Partio particle cache.[9]
V1.3 was released in November 2011, added new character behaviors relying on
IK. At the same time, the new pricing was announced, as well as the official
Golaem Crowd blog.[10][11]
V1.5 was released in July 2012.
V2.0 was released in August 2012, added a graphical behavior editor, as well as
ragdoll physics and formations.[12]
V2.2 was released in January 2013, added support for Solid Angle's Arnold
rendering engine.[13]
V3.0 was released in December 2013, added n-peds support, flocks behaviors and a new previsualization.[14]
V3.1 was released in February 2014, added visual debug and Arnold mtoa 1.x compatibility.[15]
V4.0 was released in March 2015, added timeline scrubbing, cache editing, cloth simulation, squash and stretch, and alembic support.[16]
In production
Some examples where Golaem Crowd was used in production includes:
Golaem Crowd is a plug-in for
Autodesk Maya that allows for the simulation of controllable character crowds based on independent
agents.[2] It is developed by
Golaem, a France-based software company.
History
The first public version of the software was presented and released in May 2011 at the 16th annual FMX conference in
Stuttgart.[3][4][5]
V1.1 was released in June 2011 with the added support of
3Delight.[6]
V1.2 was released in September 2011, it was the first version supporting Chaos Group's
V-Rayrendering engine and using Disney's Partio particle cache.[9]
V1.3 was released in November 2011, added new character behaviors relying on
IK. At the same time, the new pricing was announced, as well as the official
Golaem Crowd blog.[10][11]
V1.5 was released in July 2012.
V2.0 was released in August 2012, added a graphical behavior editor, as well as
ragdoll physics and formations.[12]
V2.2 was released in January 2013, added support for Solid Angle's Arnold
rendering engine.[13]
V3.0 was released in December 2013, added n-peds support, flocks behaviors and a new previsualization.[14]
V3.1 was released in February 2014, added visual debug and Arnold mtoa 1.x compatibility.[15]
V4.0 was released in March 2015, added timeline scrubbing, cache editing, cloth simulation, squash and stretch, and alembic support.[16]
In production
Some examples where Golaem Crowd was used in production includes: