View Full Version : Genoma: Fingers not rotating

02-21-2015, 07:16 AM
In the basic rig in Genoma 2, is there a reason why the fingers can't be rotated?
I can select them, and the dialog box shws that the rotate angle is changing but the bones do not rotate.

is there a basic manual for Genoma?

02-21-2015, 11:12 AM
When you say, "Can't be rotated", what are you using to rotate them?

The yellow sphere shapes are for rotating the fingers: the lower only at the lower joint, the top rotate all joints.
There's also one that has the above on the right and left mouse button, respectively.

The lw manual, 2015, is the best. Search on youtube for Top of 33 multimedia for genoma presets and tutorial. Even a bird there!

02-21-2015, 02:00 PM
I don't have "yellow sphere shapes"?


02-21-2015, 02:42 PM
use the green things.

02-21-2015, 03:11 PM
Okay I though that was the Maya like Joint ends.
I am definitely going to have to make selections sets for those.
So hard to grab.

for Genoma rigger: selection sets for fingers during the auto-rigging phase.
Yes I am extremely lazy now and Messiah:Animate spoiled me big time but seriously having to have to do that for every rigging phase will get tedious.

02-22-2015, 05:54 AM
Yeah, it is weird that they don't include selection sets of any kind.

02-22-2015, 06:20 AM
I doubt you can... theres no scripting access through LW to the parts of layout that handle selection sets (scene editor, NSE, etc).

02-22-2015, 07:09 AM
That area seem so simple to conceive from the larger scheme of thngs versus access to hypervoxels or instancing.
I am no programmer but ...just wow!
Maybe Lino may have a little more involvement and access.


02-23-2015, 04:03 PM
Yes, Selection Set can't be created using a script at the moment. Not to mention the fact a selection set can be created in different ways, and not as "global" one.
All I can say is that we're working very hard to solve those kind of problems in LightWave. The future is bright! ;)

02-23-2015, 08:54 PM
As a side... I am using the Genoma biped and FK on the arms won't show in realtime when I rotate the controllers. I have to scrub the timeline to get an update and see the deformation.
If I animate the hips or rotate the spine the arms update .....

Am I doing something wrong?

02-24-2015, 08:35 AM
Thats the deferred evaluations again that Ive been moaning about for the past few years. Turn on studio live (which will slow layout to a crawl).

10-01-2016, 08:42 AM
I know you can't spoil the next version, however did you solve the selection sets scriptable problem?