Motion Prerequisites
There are multiple ways to animate a character in Golaem Crowd. Either
through the animation engine (Motion Behavior or Locomotion Behavior) or using baked geometry
animation in an FBX or GCG file, through the Geometry Behavior. Even when using the animation
engine, there are several options: either by replaying the exact same
animation on the exact same skeleton, or by using the animation mapping
features.
Each case has its own prerequisites, which can be summarized as follows:
FBX/USD animation direct replay
Character Prerequisites
- all character meshes should be skinned on the character skeleton
- the skeleton should be a hierarchy of Maya joints (also called bones
in this documentation) or Maya transforms.
Animation Prerequisites
- Using the exact same skeleton than the character (same number, same
hierarchy, same names)
Animation replay with mapping
Replay mapping can be done either by converting the animation into a gmo file, or directly with the FBX/USD/BVH file
and an
Motion Skeleton Mapping, as detailed in this page.
Character prerequisites
- all character meshes should be skinned on the character skeleton
- the skeleton should be a hierarchy of Maya Joints (also called bones
in this documentation) or Maya transforms.
- all the bones of the hierarchy must be connected together (directly or
via transform nodes)
- the root bone of the skeleton (see Skeleton Tab) must control the skinning overall
position, orientation and scale
- as the root bone controls the overall orientation of your character,
make sure to place it at a correct location (for a biped it can be the
same bone than the hips, for a car it's better if it's a separate
bone positioned on the floor (Floor Ref bone)).
- all the bones should have the "Segment Scale Compensate" unchecked.
- all the nodes above the root bone (transforms, controllers) should
have a identity scale (1., 1., 1.)
- all the rig controllers should be removed from the hierarchy
Recommendations on Biped Skeletons
Even if the previous list of prerequisites is enough to ensure a working
animation, a few other things may help obtaining a better animation
quality when dealing with bipeds:
- The skeleton should be given in a standing posture, with symmetrical
angle on left and right parts
- The upper member joints should be the hierarchical children of the
bust (and not of the neck!)
- The lower member joints should be the hierarchical children of the
pelvis (and not of the spine!)
- Head should look towards the horizon
- Arms and legs should be on Coronal plane (see the figure below), with
hands face down
- Arms, legs and fingers don't need to be outstretched but should not be
unextended either. In fact, a tiny flexion in the correct direction
is the best possible configuration
- Feet should be in rest pose, with both the heel and the phalanges on
the ground
- If planning to retarget motions from other
skeletons, the pelvis joint should be at the same height relatively to
the characters than the skeleton used to create these motions (usually
hips height, see picture below).
The following figure describes the different planes of the body used to
describe the location of body parts in relation to each other:
The following figure shows the recommended skeleton posture:

Recommended biped skeleton
Animation prerequisites
- apart from the root bone of the skeleton, for retargeting, only joint
orientation animations and squash'n stretch (see
below) are
supported. Joint translation animations can be replayed by using
Blind Data.
Notice that translation animations can also be emulated for the
retargeting by using an IK rig (see
tutorial)
- any animation rig can be used as soon as it always affects skeleton
joint orientations (and position for the root bone)
- when creating locomotion animations (walk, run, turn cycles...)
intended to be used in a Locomotion Behavior, more prerequisites can be found
here.
- for looping animations, the first and last frames of the animation to
convert must be similar.
General Recommendations
Even if the previous list of prerequisites is enough to ensure a working
animation, a few other things may help obtaining a better animation
quality:
- when using complex rigs to control the joint animation, make sure to
bake the animation before converting it. Sometimes, when querying the
orientation of the joints in the skeleton, Maya can return different
value than what's displayed in the viewport.
- pay attention to the Conversion Quality indicators in the Character Maker: if the curves turn red, it means that
the animation will not be replayed correctly in the simulation.
Squash'n Stretch Specifics
At each frame, only one Squash’n Stretch ratio per auxiliary/extension
bone chain is computed, based only on the positions of the joints which
are parts of the bone chain. So for all the joints consisting of the
same bone chain, scales or position translations must be uniform in
time, e.g. must vary in the same way. For instance, if considering
stretch on the arm of a human morphology (made of an arm bone and a
forearm bone):
 |
 |
Right arm OK, as
both forearm
and arm bones are growing in
the same way at the same time |
Right arm not properly
handled,
as arm bone is first growing/reducing before forearm bone is doing
so |
The amount of squash/stretch associated with a bone is computed
considering the distance between this bone and its child. If a bone has
several children, then all the distances from this bone to its children
are taken into account to obtain a Squash’n Stretch average ratio. So
the distances between a bone and its children must vary in the same way.
For instance, if considering the hand of a human morphology (a hand bone
with five finger bones):

Right hand not properly handled, as index finger is stretching whereas
other fingers are squashing
The issues described above generally occurs when:
setting animation keys to scale several bones of a same bone chain,
but not at the same frames;
using non-uniform scale on a bone that have several children bones;
using complex rigs to control the joint animation (that may cause
minor but chaotic variations in the distances between a bone and its
children bones).
Baked geometry animation
See the Geometry behavior.