View Full Version : Genoma 2 Biped - Finger rotations

02-28-2015, 12:40 PM
Hello guys,
Am I doing something wrong? My fingers all have the pitch at different angles.
Is there something you are not suppose to when moving the skeleton around in Modeler?

Please see below:


In Modeler:


Is there a way to check your rotational angle in Modeler?

02-28-2015, 10:31 PM
Okay. I see that Lino has new Genoma tutorial focusing on align however I ran into another problem:

"CRASH CITY" whenever I select the mesh and click "Update Rig".

Not fun. Not fun at all.

Crash, Crash when you click "Update Rig".

03-01-2015, 02:41 AM
Have you switched on bounding boxes before going this? Although I've never had to do it, it's advised in the manual.

03-01-2015, 06:07 AM
I will run update in bounding and see what happens.

However my rig looks like this in Modeler (its in the same layer as the mesh) when I run update rig in layout.
Its skelegons and mesh objects.


Should it be looking like this?
The Genoma parts


This is what it was looking like when I first rig and as a week has passed, I now have the former one above.

03-01-2015, 01:29 PM
Alright, ow that I have had some sleep. The top image is the G2 (Genoma 2 ) Human Rig while the bottom one the classic Human Biped under Bipeds section.

Still getting the crash however but 3 am questioning of rigging is not to be done least you start with the confusion.
What I have trying to do is get the rotation angle correct on the finger/better finger placement and have update the rig with existing animation.

If this continues, it really going to question the whole non-linear nature of Genoma.

03-02-2015, 12:28 AM
Hey Julez(4001),

Only with Genoma 2 can you animate and then update rig. With Genoma, when you update it goes back to the base pose. If you have a mix of 1 and 2 in there, you will lose animation.