View Full Version : using Genoma to pose a biped made with "Make Human" beginners trouble

03-19-2014, 12:08 PM
Hi guys, I'm such a beginner when it comes to rigging characters.. I have this model I exported out of "Make Human" and I wanted to use genoma to rig and pose the model. First impression is that Genoma is AWESOME, but right now I'm stuck here on this (see the image). don't know what I can do, I'd really like to be able to fix this without resorting to creating weight maps... and from looking at Lino's tutorial on how to use genoma with mocap, it worked perfectly without weight maps there. So what am I doing wrong? When I move the arms they are affecting a whole lot of the head and chest/breast area as well :/


03-19-2014, 12:57 PM
You would want to use hold bones... extra bones thrown in to "grab" nearby areas of geometry. Honestly though... just use weightmaps... its far quicker and easier to control your results.

Ryan Roye
03-19-2014, 01:19 PM
See image below on hold bones. They are very easy to place and it may be easier to simply add them in layout after creating the genoma rig. The genoma mocap rig actually has chest holdbones (the "ribcage"), but the standard biped genoma rig does not which is why you get that "alien-wanting-to-tear-its-way-out-syndrome" look.

http://www.delura.tanadrine.com/image_manualupload/testhumanGenomaTN.jpg (http://www.delura.tanadrine.com/image_manualupload/testhumanGenoma.jpg)

Other notes:

Makehuman models are usually a bit more dense on geometry than is optimal for animation, so you'll need to set the subdivision order to "First" while animating with them. If you get minor blemishes on very small patches of geometry, check the deformations when the subdivision order is set to "After bones" before determining whether changes are necessary.

EDIT: in regard to falloff type (shown above), this concerns every deforming bone on the rig, not just for that bone.

03-19-2014, 01:53 PM
I find people with tight clothing or bare shouldered do best with weightmaps. Usualy a couple of hold bones to identify where the lats and ribcage are works well for looser clothing styles where you don't have to worry about tight creasing. So the moral of the story is the tighter the creasing you need (Shoulders, fingers, Pelvis/Thigh Region) the more detailed your weighting needs to be.

Messiah Studio is similar to layout but has a few additional tools for this. Here are some vids I did about weighting with meta-effetors and hold bones. Meta-effectors are just another way to weight map. Point being is that there is a time to use hold bones and a time to use weightmaps (even together) depending on your designs.




03-19-2014, 05:51 PM
Ahhhh wow guys ! you are the best !! Right now I'm only looking for a speedy way to pose a rough model to render out as a graybox to be painted over and made into a finished concept design in photoshop. So I don't need to have perfect deformation for that so I went for the hold bones solution, I had in fact already guessed that it was something in that direction, but I just hadn't figured out a good way to implement it through genoma, but adding the bones in afterwards in layout was easy enough.

But I think I'll need to practice creating weight-maps and I'd really like to learn more on using genoma (mostly because it feels easier on my brain at first look at least). I've always found painting weight maps very frustrating, at least when I've done it in maya, I think it has more to do with my insecurities as a rigger and lack of knowledge on anatomy. So I guess the only solution there is to get crackin' and practice until I get comfortable with it. Messiah is unfortunately not inside my budget for this one (it's a school project) but I'd welcome any suggestions on information on a good workflow on painting weights in Lightwave :) Might even have some budget in for that if there are any commercial ones that are just too good not to buy.

After doing concept designs for 5 different models (this character included), I am going back to modeler to model them all in detail and with very usable topology. And this character model is going to be put onto some high-speed sci-fi running boots and she will probably be wearing something almost skin tight, so I'll need to plan on rigging it with more detailed deformation, even though I only plan on posing it afterwards.

Here are two of the finished concept designs, so you can see kind of what I'll be doing with this initially:

Again, thanks so much for the help, I know you guys are professionals so the fact that you took the time to reply to my post speaks volumes about how lucky the Lightwave community is to have you guys around

cheers ;)