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erikals
01-08-2015, 09:49 AM
hi there,
any one knows what the main differences between these two are?

basically same question at CGtalk > http://forums.cgsociety.org/showthread.php?f=5&t=1240989


also, does GenomaII have less controllers to operate the animation?

Ryan Roye
01-08-2015, 10:25 AM
GenomaII have less controllers to operate the animation?

I'd say the number of controllers is roughly the same with the provided Genoma II presets, with the addition of FK switches in the mix for added flexibility.

Genoma 1's presets will only allow you to create full time IK setups with the presets provided... FK genoma bones and manual assignment is the only other option there. Genoma 1 is basically an enhanced modular skelegons system.

Genoma II is entirely customizable which makes it much more appealing to knowledgeable riggers who demand less restricted options in terms of character setup. You can set up your own constraints using either expressions, or the same tools found in the motion options dialogue, and riggers who also have understanding of scripting can integrate their own plugins with their Genoma II rigs which enables other layout functions to be assigned as well. This means that the user is not limited strictly to what they are provided and they can work outside of the box.

Genoma II current presets are a bit on the light side at the moment (biped and quadraped), but they are robust and user friendly with smart blending control displays; I can easily see these being used in a professional production contrary to Genoma 1's pre-built rigs which in my opinion are better suited to posing characters.

At some point later, I'll be providing IKBooster Genoma II rigs along with animation sets that can be used with them... but there's bigger fish to fry at the moment.

brent3d
01-08-2015, 11:14 AM
hi there,
any one knows what the main differences between these two are?

basically same question at CGtalk > http://forums.cgsociety.org/showthread.php?f=5&t=1240989


also, does GenomaII have less controllers to operate the animation?

For me the biggest difference outside of the Fk/ik blending and switches on the biped rig, is the Genoma2 rigs can be modified mid animation! So you can correct the proportions of your rig without destroying your existing animation sequence. Also they "create" now in Layout without having to switch to bounding box mode, etc.

jeric_synergy
01-08-2015, 05:32 PM
Just to confirm: Genoma II is a superset of Genoma I, right??

jwiede
01-08-2015, 06:09 PM
Genoma II is entirely customizable which makes it much more appealing to knowledgeable riggers who demand less restricted options in terms of character setup. You can set up your own constraints using either expressions, or the same tools found in the motion options dialogue, and riggers who also have understanding of scripting can integrate their own plugins with their Genoma II rigs which enables other layout functions to be assigned as well. This means that the user is not limited strictly to what they are provided and they can work outside of the box.

Will such user extensions to the GenomaII preset rigs survive round-trips Layout<->Modeler?

macbic
01-11-2015, 03:26 PM
I followed the video by lino grandi genoma 2, but when I go to move the arm through the null, nothing happens. you know why?...

lino.grandi
01-13-2015, 03:42 AM
Be sure to switch to IK for the arm. You can do that rotating the Disk shaped control near the shoulder.

erikals
01-16-2015, 01:48 AM
forgot to thank you Chazriker for the information... http://erikalstad.com/backup/misc.php_files/smile.gif

Thank You...! http://erikalstad.com/backup/misc.php_files/king.gif

...and Brent too http://erikalstad.com/backup/misc.php_files/smile.gif



http://forums.newtek.com/images/misc/quote_icon.pngChazriker
At some point later, I'll be providing IKBooster Genoma II rigs along with animation sets that can be used with them...
but there's bigger fish to fry at the moment.
looking forward to this (!) \ :]

macbic
02-23-2015, 02:30 PM
thank you very much Lino!