View Full Version : Genoma Tutorials

05-20-2018, 01:09 AM

Where can I find basic tutorials that explain exactly how to rig basic limbs, wheels, doors or hatchets on a simple mechanical construction in Lightwave 3D 2018? Its a simple take of for a space vessel that takes off from a container that falls apart.

Genoma, well honestly, to me its native appearance in Lightwave 3D 2018 feels like two steps backwards if you do not have time or energy to twist and tweak until the code is broken.

Bullet might be a better way to do this? Found some information about Bullet Constraints at the Lightwave 2018 pages in my Lightwave account? Don't know if I am right here but is Genoma more planned for human, insects and animals and Bullet for machines etc? Don't get the difference between them when it comes to static machine stuffed animations?

During the years I probably as anyone else have been helped by video tutorials and found out that they can be fantastic or like sleeping pills depending of who the tutor is.

William Vaughan's tutorials must be the best ever. Straight on the edge, good verbal and pedagogical performance. Lino Grandi surely was a skilled super brain fellow at his time at Newtek, but I must confess that I fell asleep almost every time his tutorials have been running for more than 180 seconds. Still his tutorial of "Spline Control" "Animate a Shark" was one of the really great helpers for me personally.

But where are similar great tutorials of Genoma or Bullet for easy machine movings using Lightwave 3D 2018?

P.S. I found this and I promise I tried to stay awake... but damn, it took just 40 seconds to drop my forehead into the keyboard and fell asleep again. I wonder how its possible to create such an inhuman unnecessarily technically pattern of words, deleting layers, copy layers to just explain how the heck a simple constrained connection works in Lightwave. I need some mental oil for my hinges, hatches and doors. A simplified explanation not a novel. I do not feel like taking a ride into weight map settings or any kind of time consuming mumbo jumbo.

When there are too little understandable and good video tutorials of something that can be both easy and complex and only the advanced alternatives are shown I guess its to do it the old way with key frames and stuff! Damn Newtek really takes the raisins out of the cake and replace it with bad energy "again".


05-20-2018, 06:29 AM
Yes..that tutorial can be a bit exhausting...it asssumes you are comfortable with layers and now them well (for it to be perceived as pretty easy) if not it may be daunting.

Start with this, itīs simpler..and approach your own tute projects with simplicity towards what and how many objects/layers you are using and what kind of hinges you approach, take it from there and you will have layed the foundation to make it easier to follow that full rigging concept with genoma.

at least for bullet motors..


There is a difference between these two concepts of Genoma mechanical rigging, and Bullet, where you woul want full motion and keying controll with Genoma, while bullet is more of automated process and dynamicly responsive, just keep in mind that itīs two different approaches, and start learning one of them that may fit your projects.

05-20-2018, 07:55 AM
For mechanical type objects, I'd recommend the Bullet constraints, like Hinges. You might take a look at this link for a really simple robotic-type arm using Bullet Hinges with Motors:



05-20-2018, 09:32 AM
Hi guys!

I will for sure look at this but honestly I made it the old way since it tool less than 5 minutes to move pivot points, target and parent three sets of legs that should be folded in under some hatches at the bottom of the vessel.

I guess there are two explanations of why doing so when the new system is said to be better. Either I am an old dog or maybe the system isn't clear enough of how excellent it can be when using it. In my world we are in 2018 not just to the name of Lightwave's updated version but also in a reality where almost every piece of the society tries to be self going, interactive and easy to understand.

05-20-2018, 10:13 AM
i recommend buying the RHA and RHR tutorials >


also many cool tricks here >

05-20-2018, 11:33 AM
You may also just get away with using IK booster, simplest would be to assign a 100% weight map on each part, named accordingly to your needs, 1,2.3 for order etc, create skelegons in modeler manually or use the line pen and then convert that to skelegons, or simply copy the edges of some of the parts, if it were boxes, just copy some of the edges of all those parts and paste it in another layer, convert it to skelegons, and you will have skelegons matching up perfectly with the parts length, you should however center the skelegons inside of the mesh.

and make sure to merge points on skelegons so they are properly fused, otherwise the joints may be split once in layout.

once in layout convert to skelegons and map the bones to the corresponding weight map, then apply ik booster at the origin pivot point of the mesh, then you can use both IK or forward ik rotation for the animation, the mesh parts shouldnīt be deformed at all except for rotation and position values.

05-21-2018, 01:07 AM
Seems like the links to RebelHill went down!

As I remember this bloke was or are a great user that really understand/understood the awkward world of rigging in old versions of Lightwave.

The thing I experienced was that time wasn't on my side when trying to master such a idiotic environment for making my characters come to life even if they sometimes were zombies. The time and effort to learning Lightwave's very special gimbal riddles and to spend time for individual settings on every part of a rig would definitely have stopped me from survive in work processes.

I will for sure check up on your links Erikals but just have one question, are they all integrated with the new version of Lightwave 2018?

i recommend buying the RHA and RHR tutorials >


also many cool tricks here >

05-21-2018, 05:37 AM
These links work OK for me. Maybe it was a temporary downtime.

05-21-2018, 10:58 AM
You are right, they are up again!

These links work OK for me. Maybe it was a temporary downtime.