Share

Crowd Levels Overview

Workflow

Crowd Levels are a concept that lets you make an infinite number of iterations with simulations and caches/layout.

The principle is that a cache and its layout can be re-imported into a new simulation, where it will be replayed on each entity as if it was a simple animation, through a Motion behavior.

Once the cache is replayed in the simulation, you can add new behaviors in parallel, create new entity types, or anything that is usually done in simulation.

  • It's possible to go back in each level, change the simulation/the layout, and refresh everything up to the top level
  • There is no limit in the number of levels that can be added on top of each other



Golaem levels workflow

Levels are handled by the Crowd Levels Manager: it lets you navigate through levels, and to add new ones.

When creating new golaem nodes at any level, they will automatically be grouped under a glmCrowdLevel_n Maya node, and inactive levels will be greyed out in the Outliner:



Levels organization in the Maya Outliner

Limitations

There are a few limitations when importing a simulation cache within a new level simulation.

  • Emit / Kill behaviors are not supported
  • Poptools with emitters are not supported
  • Kill / Unkill / Set Mesh Assets / Set Shader Attribute / Mirror Geometry layout nodes are not supported untill the final level
  • Cloth simulation is not supported, it will be dismissed when reimporting the cache in the next level
  • Ground adaptation may be innacurate, it's sometime better to disable it on imported entity types
  • Skeleton overrides are not kept from one level to the next one but recomputed as dictated by the configuration rules

 

Was this information helpful?