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aurick
11-26-08, 09:08 PM
transposemaster.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2778595%27,%27transposemaster.jpg%27,1,0%29)

Pixologic Release: Transpose Master

Transpose Master allows you to pose a model with multiple SubTools by creating one combined model of the lowest resolution level of each SubTool. Once this low rez version is posed you can transfer the pose back to your original high rez model at the click of a button.

This plugin is now available for ZBrush 3.1 PC and ZBrush 3.12 Mac.
You can get it from the Download Center (http://www.pixologic.com/zbrush/downloadcenter/zplugins/).


:b3::b3:For online documentation click here (http://www.pixologic.com/docs/index.php/Transpose_Master):b3::b3:



We would love to see your posed models. If you would like to share, post images of your posed model directly in this thread. :)


If you have any questions please post them in the Transpose Master Q&T forum here (http://showthread.php?t=54269). :)

Reference

Install Transpose Master




Download and extract the zip file to your hard drive.
Move the content of the TransposeMaster folder to ZStartup/ZPlugs in your ZBrush directory.
Restart ZBrush and go to the ZPlugs palette.



Use Transpose Master




Load your model with multiple SubTools.
Press TPoseMesh in the Transpose Master sub-palette of the ZPlugs palette. This creates the Intermediate Mesh, which you will pose.
Use masking and Transpose (http://www.zbrush.info/docs/index.php/Transpose) the Intermediate Mesh.
When done, press TPose>SubT to transfer the pose to the original model with SubTools.
Store Transpose Master's Intermediate Model Between Sessions

Make sure that the intermediate model is in edit mode
Click on the TPoseMesh button and choose the Save TPoseMesh option
Navigate to where you want to store the mesh and press Save
Loading the Intermediate Model from Another Session

Make sure that the original model with SubTools is in edit mode
Click on the TPose>SubT button and choose the Load File from Disk option
Navigate to where you stored the mesh and press ok
Important Notes

You must keep the grouping information that Transpose Master creates or re-establish it when transfering the pose back to the original model with SubTools
When SubTools have identical vertex counts, keep them in the same order in the SubTool list
Happy ZBrushing!
The Pixologic Crew

v1 notes:


Written by Marcus Civis. Powered by Anne-Lise. Developed by Pixologic.
v1.2E notes:

Fixes the following issues:


Collapsing of subtools due to offset/scale error.
Overwriting of some textures as AUV tiles.
Random masking of tris causing unwanted mesh deformations.
This version also includes smoother handling of non-polymesh subtools and a check for both the ZBrush version and the DLL version.











Icon (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2778587%27,%27icon.jpg%27,1,0%29)
(http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2778587%27,%27icon.jpg%27,1,0%29)

omnimorphic
11-26-08, 09:16 PM
THANK YOU!!! We may be last, but it's better than never!
I was just messing around with the new turntable app Today -and this goes nicely hand in hand to help with getting from blend shap to blend shape!


next up - full on animation! er...right?
someones gotta be on that! Please? I can't afford Maya!

Bas Mazur
12-16-08, 03:20 PM
Have a model with 2 subtools, after using the transpose master all UV'S are broken/changed.
Are there others who solved this problem?
Working with the intermediate mesh, when a mask has to be made, brings also a lot of crashes.
Grrr, tired of waiting and crashes

marcus_civis
12-17-08, 01:05 AM
Have a model with 2 subtools, after using the transpose master all UV'S are broken/changed.
Are there others who solved this problem?
Working with the intermediate mesh, when a mask has to be made, brings also a lot of crashes.
Grrr, tired of waiting and crashes

Bas,
Download the plugin again. The early release had the UV problem.

For masking issues you may find that using the Lasso mask is the best way.

HTH,

Bas Mazur
12-17-08, 01:49 AM
Marcus, thanks.
There is still a problem with the mask. When I CMd-click the mask to blur it, ZB is crashing.

skullbeast
12-17-08, 01:51 AM
copy that. same here. driving me nuts.

marcus_civis
12-17-08, 05:03 AM
Does this happen on all meshes? And does it happen when you use Tool>Masking>BlurMask ?

Bas Mazur
12-17-08, 06:02 AM
It's only happens while using the plugin in combination with a model with an UV-texture.
When using Tool>Masking>Blur there is also a crash.
I tried another model without an UV, just a ZB model with subtools, no crash.

marcus_civis
12-17-08, 07:23 AM
It's only happens while using the plugin in combination with a model with an UV-texture.
When using Tool>Masking>Blur there is also a crash.
I tried another model without an UV, just a ZB model with subtools, no crash.

Thanks, that's useful. Try deleting the UVs for the TPose mesh to see whether that helps. There's no need for the TPose mesh to have UVs - the original subtool mesh UVs will be unaffected.

spaz8
12-18-08, 09:43 AM
Well good to see other ppl having similar issues.. I noticed my UV's were messed when I tried to apply a texture back on my mesh after posing.

marcus_civis
12-18-08, 10:10 AM
Well good to see other ppl having similar issues.. I noticed my UV's were messed when I tried to apply a texture back on my mesh after posing.

As said above, the UV issue has been corrected. I f you have this problem download the plugin again.

Bas Mazur
12-18-08, 02:42 PM
Marcus, after deleting the UV of the TPose mesh, I have the same problems.
Both, CMd-click and Tool>Mask>Blur

Bas Mazur
12-19-08, 04:55 PM
I realy hope 'Pixo' will find the root of the UV-problems soon. This maybe will fix the displacement disaster too?
I realy hope we can enjoy a full funcional ZB soon.
Let's Pixologic be the ACTION HERO ;)

marcus_civis
12-20-08, 01:21 AM
Bas,

I don't think this is directly UV related. As reported elsewhere, there are some meshes that cause a crash when trying to blur the mask - for example overlying or edge triangles and stray vertices. It's not directly a Transpose Master problem but in this instance the combined mesh has produced it.

Bas Mazur
12-20-08, 05:13 AM
Marcus, you are right. I tested again and there was a subtool that causes the 'blurcrash'.
So I tried a trick, just hide that mesh and transpose. No problem blurring the mask. Wohoo!
After pushing the 'TPose>Subtool' all subtools had an uniform size, eyes as big as the body and so on. :(
Deleting from the subtools seems to be the only option.

marcus_civis
12-20-08, 10:56 AM
After pushing the 'TPose>Subtool' all subtools had an uniform size, eyes as big as the body and so on. :(
Deleting from the subtools seems to be the only option.

There's code that should correct that issue. Could you send me a couple of subtools? I'll PM you.

Solid Image Arts
12-28-08, 09:55 AM
I'd love to see how to use this plugin. Can we get the link to the vid fixed? As of 12/28/08 its busted. Thanks and thanks again for supporting the Mac! -Dan :)

xvampire
01-28-09, 02:26 PM
I've read all the posts in this thread and nobody seemed to be having this problem.It was rather troublesome and instead of asking for help I just stopped using transpose master at all.
But lately I found the solution.
It seems that having my number of tool undos set to 1 in the mem preferences was the source of the problem.I've setted it back to 4 and I'm not having this problem anymore.


make sure you save your ztl

then do transpose master.
when you finish posing,
instead of go pressing transpose to subtool,


do just regular export to obj

the good thing is , you can save multiple poses

after that, do reghular tranpose to sub.

if that fail/ the subtool subdivision deleted.
restart zbrush, and load your latest scene before transposed
then click transpose to sub + alt button
it will ask to load the obj file _-----> load your posed obj file that you ve exported before.

Bas Mazur
01-28-09, 03:29 PM
@Marcus, any progress? I had the same problem with another one.
The imported subtools were scaled inside ZBrush to make them fit.
I exported all the subtools in the highest subd. Imported them in C4D and brought them back to ZB. This solved the problem in this case.

marcus_civis
01-31-09, 10:22 AM
Bas,

I am still looking into this, though temporarily disabling the UVs seems to fix most issues.

Crusoe the Painter
02-23-09, 04:48 PM
Yeah, it ate one of my subtools as well. :/

I guess I'll just go back to doing it by hand. 3.5 REALLY needs to find a way to put the nail in the coffin of this kind of feature.

It would be nice if we could transpose a tool, and then easily repeat it for each subtool.

Crusoe the Painter
02-23-09, 05:28 PM
When I try and load a previously saved TPose mesh, it crashes after like 5 minutes of trying to load it. One obvious problem is when I saved the mesh, it seems some of the normals were reversed when I first created it.

*EDIT*

Ok, I fixed the flipped normals issue, recreated the TPose mesh yet again. And yet again it seems to hang for like 5 minutes. If it does change the 'master' mesh, it seems to clobber subtools as well.

I hope when 3.5 hits, there is a bulletproof solution to our posing needs, because I am just going back and doing it by hand.

canunswi
09-24-09, 03:13 AM
Thanks for your sharing. Thanks for sharing this useful information. It's great.

luftzugdackel
09-24-09, 05:10 AM
Hi!

Could it be that there is a problem with transpose-Master ans ZBrush 3.5r2?
I try to transpose the DemoSoldier but it works not correctly!

marcus_civis
09-24-09, 05:18 AM
Hi!

Could it be that there is a problem with transpose-Master ans ZBrush 3.5r2?
I try to transpose the DemoSoldier but it works not correctly!

Transpose Master for ZBrush 3.5 has not been released yet. You should not install the version for 3.1 as you will have problems. This goes for all plugins. Please wait until the updated versions are released.

XIII
09-28-09, 12:59 PM
any ETA? I count on many of the official plugins for work. are there any that are now built into 3.5?

Kravit
09-29-09, 06:13 AM
You have to wonder why they werent just built into zbrush 3.5

spaceboy412
09-29-09, 10:17 AM
@kravit, because then zbrush would have to be updated for every little change. plugins are way easier to update and modify and seem to get changed more on user feedback in a more timely manner.
secondly, nearly all plugins are just scripting routines of functions already in zbrush, nearly everything this plugin does can be done manually, it just takes longer.

Bas Mazur
10-10-09, 11:57 AM
Bas,

I am still looking into this, though temporarily disabling the UVs seems to fix most issues.

I did some tests with TransposeMaster because I still have strange errors.
The first row (see the jpg), I transposed a head. After the calculation it was real small and deformed. Maybe an UV problem, so I deleted the uv's. Same problem.
Then I imported the object made by Headus-UVL to be sure it has bothing to do with C4D. As you see there is no difference.
I exported the model as an .obj (with uv's) from ZBrush, an imported it again, no deformations and surprises.
The last row shows the undo of the transpose...
BTW, the deformation in the first row is stronger because of the higher subd and sculpting.

Bas Mazur
10-11-09, 06:08 AM
Exporting and re-importing the model yesterday, was a miracle that did not deform the model. Today I tried again but it did not work :confused:
There is no problem to pose the model when it's merged. When it is splitted again the UV's are ok as you can see. :mad:
So where is the problem?

Transpose2.jpg

dustinbrown
10-11-09, 10:03 AM
You have to wonder why they werent just built into zbrush 3.5 If they were, you clearly wouldn't have 3.5 right now since they're still trying to get the plug-ins updated. My guess is they knew they wouldn't be able to release 4 on time so they had to throw people a bone to keep them at bay. 3.5 is that bone, even if it isn't perfect.

What's more curious to me is that they have people beta testing this software long before it gets in the hands of the community. Why aren't those beta testers bringing up all of the concerns that I've seen people complaining about for the last couple months? And if they are bringing them up, then why aren't those things being resolved before release? Those are, of course, rhetorical questions; I don't expect an answer.

In lieu of eternal free upgrades, I would much prefer them charge for full version upgrades, and use that income to get make a product that is:

fully developed
well tested and bulletproof
well documented
not problematic to use with the more popular 3d apps
and released on time for both platforms

Bingo_Jackson
10-11-09, 08:37 PM
What's more curious to me is that they have people beta testing this software long before it gets in the hands of the community. Why aren't those beta testers bringing up all of the concerns that I've seen people complaining about for the last couple months? And if they are bringing them up, then why aren't those things being resolved before release? Those are, of course, rhetorical questions; I don't expect an answer.I don't get the impression that 3.5 was developed under a beta test the same scale as the one 3.0 was. If it was, they would have been showing off all the work by the testers, highlighting the new features, just like they did prior to 3.0. We have an entire forum devoted to showing of 3.0 beta work. Not only that, but just after the 3.5 release, notable 3.0 beta testers were posting on the Q&A forum with issues, as if it were the first time they were exposed to the software.

The fact is, 3.5 *is* a public Beta, which, I think, most people would be perfectly fine with, if it had been billed as such. If it had been, people still would have gotten their new toy to play with, but would have had expectations more in line with the state of 3.5 as it is now.



In lieu of eternal free upgrades, I would much prefer them charge for full version upgrades, and use that income to get make a product that is:

fully developed
well tested and bulletproof
well documented
not problematic to use with the more popular 3d apps
and released on time for both platformsI suppose they could always be the *first* one to do that. No brand new 3d application release that I am aware of has met all of those points simultaneously. No existing high end application is "bulletproof" either, even after years of refinement. Let alone a cutting edge application that everyone else is playing catchup with, and defining the development frontier.

I see this notion voiced from time to time around new releases, the problem is, it makes the assumption that simply charging more money means they can make a better product, presumably by simply throwing more people at it. This runs contrary to what the brains behind Zbrush have always said. Zbrush is kind of an arcane stew that lets it do the kinds of things it can do that no other application can do on the same kind of hardware Zbrush can. There is a finite pool of special minds who understand it, and it is not just a matter of pulling bodies off the street. Pixolator has always said that throwing bodies at it would be counter productive. They expand as they are able to.

So in the end, you have to consider, that the reason they dont charge for updates, is because they don't think they *can* do the things you suggest...it is always going to be a work in progress, and always going to have unforeseen problems. So they do they only fair thing that they can for their customers. Nobody has lost anything with the new update...it doesnt overwrite 3.1, or remove any of the working functionality people are used to. They have only gained new tools and new functionality that work to varying degrees.

Since theres no guarantee that charging more money for updates would result in a better product (certainly hasn't worked for Autodesk), I think most people say they wish Pixo would charge for updates simply so they could complain with more justification, as people are wont to do when they dont get everything in the world as fast as they want it. Because in the big picture, over the years of its development, Pixologic customers have gained their money's worth, many, many times over any other company.

wayniac
10-12-09, 07:01 PM
"The fact is, 3.5 *is* a public Beta, which, I think, most people would be perfectly fine with, if it had been billed as such."

I think this is where many people are semi-put off with this release. We have things at work like lazy brush constantly crashing every hour or two and this crazy appending of sub tools that is totally throwing the scale/centers off whack etc. I figured that since it was a 3.5 release that it would be rock solid since it was building on 3.1 as a point release but it's more like 4.0 beta really. Loads of kinks that need sorting and missing functionality such as all the plugins. (Which Pixologic was kind enough to mention ahead of time would not be ready).

As for the rest of your post I couldn't agree more Scott. I bought Zbrush back at v2 and Pixologic has consistently raised the bar with each new release. There are bugs and kinks that need to get worked out but overall my license of zbrush has made massive returns on investment and paid for itself numerous times over.

Madam Yes
10-15-09, 03:24 PM
I am using version 3.2 with the latest version of the TransPose Master plugin for the Mac. Everytime I hit the TposeMesh button I get this "The selected mesh has not been saved - Please save mesh and try again"
This happens on all models including DemoSoldier. It had been working at some point maybe before I updated to 3.2??

Update: I'm an idiot. Apparently if I save the model then try again it works. I guess I should have just followed the instructions...lol :o