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Useful small ZScripts and Macros for ZBrush 4 & 4R3
This thread is intended as repository for useful small zscripts, plugins and macros. Sometimes there's a simple zscript solution to a problem or need that may not warrant a major plugin but will none-the-less be useful to users. If you have written such a zscript, plugin or macro please share it here so that users can easily find it and benefit. Thanks! :)
Note: some of the plugins or macros posted here may not work correctly with ZBrush 4R3. Those that have been updated for 4R2 will say so.
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Index
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Large Menus (this post - see below)
Proxy buttons for Toggle Symmetry, x, y, z, r and Enable Customize
Lasso - Paint mask/selection toggle
Smaller UI configuration
Multi OBJ importer
Numpad
ZSphere Mesh Insert
Beta Turntable Plus for ZBrush 4, 4R3, 4R6
Flip UV's vertically on import and export
Y Axis Rotation - in increments
Init ZBrush and load Startup Document
All SubTools macro
Cubics
Materials to Texture Map (updated May 29 2012)
Seamless Textures
Axis Rotate
Favorite Brush toggle
Scale Offset Copy/Paste
Fit Mesh
Export All BPR passes
Document MaxResize
Duplicate Element
Tool Position 4.2
Spinner
Refresh Texture
Custom Symmetry Buttons
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Large Menus
This is for those people that find the ZBrush palette titles a little small. It's a set of buttons that can be added to a custom interface to give access to the palettes. The images can be edited to suit the user's requirements.
Unzip and put the Large_Menus.zsc file and MenusImages folder in the ZStartup/ZPlugs folder. Restart ZBrush and there will be a Large Menus menu in the ZPlugin palette. When creating a custom interface, the buttons can be Ctrl+Alt+dragged to where you want.
Note that when a palette is open in the right or left tray the 'large menu' button will do nothing.
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Proxy buttons for Toggle Symmetry, x, y, z, r and Enable Customize
Here are six, miniaturized "proxy" buttons that can be used in place of their menu counterparts to save space when inserted on your customized interface (these smaller buttons are especially useful for Tablet PC users.)
1. sym = toggle symmetry on/off
2. x = toggle x symmetry
3. y = toggle y symmetry
4. z = toggle z symmetry
5. r = toggle radial symmetry
6. UI-ed = toggle Enable Customize button and off.
For those who are constantly tweaking their interface, the handy UI-ed button can be permanently placed on the interface where the HUGE Enable Customize button would not fit.
Unzip ZB4 proxy buttons.zsc into the ZStartup/Zplugs folder. Then, look for the buttons in the ZPlulgin/Svengali subfolder next time you start ZBrush.
ZB4 proxy buttons.txt file included.
Sven
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Lasso - Paint mask/selection toggle
Quote:
Originally Posted by Bonecradle
... would it be possible to have just one single button - a 'lasso' button - that sets both the lasso mask and lasso selection brushes as active when on, and the marquee selection and pen masking brushes as active when off? I think this would cut down on the more tedious brush selection changes and one button would take up less real estate.
I had actually done that already (which is why I thought it would be good to start this repository!):
The little plugin in the zip will give you the old Lasso button behaviour. Unzip and put the file in you ZStartup/ZPlugs. Restart ZBrush and you will have a Marcus Tools menu in the ZPlugin palette. In that will be a switch named Lasso.
The switch will toggle the Lasso and Paint mask/selection brushes. With the Paint mask selected you will be able to drag a rectangle from outside the model, just as in 3.5. You can assign a hotkey to the switch if you wish.
The first time you use the switch in a session you may have to press it twice, depending on your setup. You may also get the message about selecting the mask option, which you can get rid of for the rest of the session.
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Beta version of Turntable Plus for ZBrush 4RX
This is a beta version of Turntable Plus for ZBrush 4RX which I am posting here because some people have found it useful. This will export an image sequence for BPR renders.
For installation, follow the general instructions here:
http://docs.pixologic.com/user-guide...inInstallation
Note that this is simply a first pass and there will no doubt be issues and some things may not work as expected. It does not work with the Timeline.
Instructions:
The plugin works in the same way as before except for some new switches for BPR.
* Turn on the Turntable Plus>Best Preview Render switch to use BPR
* You then need to set the little switches to export the different maps
* After pressing the Render Movie button you'll get the options dialog. Note that if you are using BPR then the HDGeometry, Image, Alpha & Depth options will be ignored - you need to set these options either through the Shaded, Depth, Mask, etc. switches in the Turntable Plus menu or in the case of HDGeometry, the option in the Render palette.
* After the options dialog you'll be asked to save the first file for each of the different image exports. Note that what Turntable Plus calls an 'Alpha' is the BPR 'Mask'.
* For other BPR Render options, set the options in the Render palette.
Download ZBrush 4R6 version: Attachment 392844
Download ZBrush 4R3 version: Attachment 354822
Download ZBrush 4R2 version: Attachment 281764
Download ZBrush 4 version: here
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Flip UV's vertically on import and export
I created my own import and export buttons that automatically flip the UV's of .obj's when they are imported/exported.
I found it really tedious always having to vertically flip my textures and also things like "tool > UV > Morph UV" are a just waaay cooler when your UV's are oriented correctly.
Ideally I think this should be an incorporated option into the "Preferences Importexport options" There are already a lot of options for flipping textures but not UVs, seems kind odd to me. My scripting knowledge isn't great enough to have this be a toggle button that would run automatically like the rest of those buttons though.. =/
***Anyway, these scripts are meant to be used together as they only Flip the UVs so that your UVs and textures are not upside down in zbrush. ***
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Instructions:
simply extract all of the contents from each .zip into your Zstartup/Zplugs folder and then in zbrush under Zplugin you will see a “E” panel – where each of these plug-ins reside.
***
import_flip_uv_v.zsc
This script opens the import .obj dialogue box and then automatically flips the .obj's UV’s Vertically for viewing of textures and UV’s correctly inside of zbrush.
export_flip_uv_v.zsc
This script automatically flips the selected tools UV's vertically then opens the export dialogue box, then flips the tools UVs back again after export. This script is used in conjunction with "import_flip_UV_V" script. If you don't flip your UV's back before exporting than your UV's will be flipped in whatever other application you are viewing your .obj in.
Y Axis Rotation - in increments
This little plugin gives fixed Y rotation in increments set using the slider.
Unzip to the ZStartup/ZPlugs. Restart ZBrush and there will be a new submenu called Y Axis Rotation in the Transform palette.
Set the Rot Incr slider to the increment you want, as part of a 360 degree turn. So for 45 degrees set the slider to 8. Then press the Rotate button and a model in Edit mode will be rotated by the increment.
There are a couple of issues - the canvas needs to be set at Actual Size. And sometimes the model will flip upside down - this tends to happen when the increments are exactly on 90 degrees so starting just a fraction off the full face on can solve it.
Download Here
[For an any axis version of this plugin see here.]
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Init ZBrush and load Startup Document
This macro will initialize ZBrush and then load the Startup Document if there is one.
Simply put the file in your ZBrush 4.0\ZStartup\Macros\Misc folder and then press the Macro>Reload all Macros button or restart ZBrush. There'll be a new button called 'Init_ZBrush' in the Macros>Misc menu.
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Materials to Texture Map - updated May 29 2012
This little plugin will help when you want to embed materials you have polypainted into an existing texture map. This will mean the materials display correctly when the texture map is on the model. (Note: if you are making a new texture map from polypainting you can include materials by making sure the Draw>Mrgb button is switched on before pressing Tool>Texture Map>New From Polypaint.)
Unzip the file and place the Mat2Txr02.zsc in your ZStartup/ZPlugs folder. Restart ZBrush and you will find the Mat > Txr button in the ZPlugin>Marcus Tools menu.
Instructions
1. Make sure your model is in Edit mode and with the texture displayed on it. The model must be a polymesh to work correctly. If you use one of the ZBrush primitives then it won't work unless you convert to a polymesh first.
2. Create a copy of the texture map as a back up by pressing Tool>Texture Map> Clone Txtr and exporting the map from the main Texture palette.
3. Press the Mat > Txr button.
Notes
1. Depending on your model's UVs and the size of the texture map you may find that the UV seams show. You can correct this by using Projection Master and painting over the seams with the relevant material. Make sure only the 'Material' option is used in the Projection Master dialogue.
2. Once materials are embedded in your texture map it will no longer display the selected material. You can reset the texture map by selecting the Flat Color material and pressing Tool>Texture Map>Fill Mat button.
Download here: Attachment 309231