1. #46
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    An absolute must have plugin. Solves about 4 problems for me before they ever really became problems to be honest.

    Posing my complex subtools as low poly meshes then transforming the high poly mesh to match is exactly what I needed. Thank you thank you thank you thank you.

    Here is my sample image:

    archerafterxpose.jpg

    My old, soon to be upgraded PC can't handle the main tool with all it's subtools very well when I tried to make a zsphere rig for it, but this new plugin lets me pose away without any problems, although I did crash zbrush when I tried to convert the pose to the main tool heh. My fault though, I only have 1g of ram and I'm trying to work with 2.5 million poly meshes haha, I'm sure it will work *perfectly* when I upgrade my around new years.

    Thanks again, opens the door to vast possibilities and I'm sure this will lead to most of us wondering how we ever got along without it
    Last edited by ZModerator; 12-06-07 at 04:04 PM.

  2. #47
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    AWESOME!!!! ZBRUSH ROCKS!!!

  3. #48
    MIGUEL GRANADOS
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    [color=Orange][size=4]AMAZING TOOL

    [size=3][font=Palatino Linotype]CHEERS. [/font][/size]
    [/size][/color]

  4. #49
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    thanks for this great pluggin.

  5. #50

    Default

    ZBrush_UsingTransposeMaster_poster.jpg

    Click here for the video tutorial

    I have created a video tutorial showcasing how you can Transpose a model with multiple parts.

    I have also included a low rez version of the boxer for you to use while learning to Transpose.

    Happy ZBrushing,

    Ryan

  6. #51
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    what a awsome tool u guys made for us...
    great job
    Last edited by ZModerator; 12-07-07 at 10:28 AM.
    jasonlinartdotcom
    Available For Freelance

  7. #52
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    Default a little zbrush3 - transpose-master to xsi workflow.

    thank you for such a cool tool! i was sure something like this would appear sooner or later.... already expecting some kind of animation-toolkit for zbrush3 with some help of transpose-master... hmmm!?

    anyway, i had some trouble trying to make things work in xsi... here's my little "help-file":

    a little zbrush3 - transpose-master to xsi workflow.

    (steps 1-3 and 5-7 taken from the "Using Another 3D Application" of the original transpose-master tutorial.)

    1. In ZBrush, load the model with subtools and put it in edit mode.
    2. Press TPoseMesh
    3. Once the intermediate model is created, click on TPoseMesh button. Then save the obj where needed.

    4. In XSI import .OBJ with "Import as Objects" settings. your model with all subtools will appear as seperate models in xsi.
    4b. parent all subtools with your main-model (ex. character)
    4c. rig - envelope - deform... whatever you think of... (ex. use some mocap-data on your model)
    4d. when your finished, DO NOT FREEZE or UNPARENT your model! just middle-click (select branch) your model to select all your subtools with it and...
    4e. export .OBJ with "Merge all objects into one file" settings.

    5. In ZBrush, load the original model with SubTools and put it in Edit mode.
    6. Click on TPose>SubT button. Navigate to the model you exported from your 3D application and press OK.

    6b. on transpose of xsi-model to zbrush-model choose "Quads and Triangles" mode!!!

    7. Done, if the vert order and grouping information is the same it will import the new pose into your model.

    hope that helps to prevent some headaches... i had earlier.



    have fun!

    chem!
    Last edited by ZModerator; 12-07-07 at 10:28 AM.

  8. #53

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    Thank you so much Pixologic! This functionality was desparately needed and you guys delivered - keep up the good work!

  9. #54
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    Thanks for this realease!!!
    Last edited by ZModerator; 12-07-07 at 10:28 AM.

  10. #55
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    Does using this tool change your vertices or does it keep the origional pose. Im thinking of using this to speed up the creation of blend shapes for facial animation.

  11. #56
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    Default great........ BUT one problem remains: the UVs

    Hi, great job for this plugin.
    But one problem remains: the UVs.
    Once everything is merged they go to hell along with the vertex names.
    Or did I miss something?? let me explain:

    -I do my Uvs in maya
    -I go to zb and use transpose master (in and out of it)
    -model is in position but uvs are gone
    -does this mean I have do redo my uvs?

    yes I think so because transpose did also change the vertex names. So no way I can transfer Uvs.

    I'm just saying this because I love Zbrush and I hope this will help you do things even better.
    Thanx for reading.

  12. #57

    Default

    Thanks ChemKid for the notes.

    DECLOAK - I'll let marcus answer this one. Sounds like it should work fine for your purpose.

    Luxo - TM shouldn't effect your UVs. Tranpose shouldn't effect your uvs, either. Make sure that enable uvs is on in the Tool: Texture sub-palette and that you don't press Disable uvs.

    Otherwise if you have to reimport your uvs do the following:
    1. Go to the lowest subdivision level
    2. Press tool: morph target: store mt
    3. Import original obj with uvs by pressing tool: import
    4. Press tool: morph target: switch
    5. Presto! your uvs are back.
    If you have AUV or GUV just recreate them. They will be the same.

    Ryan

  13. #58
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    All these cool features Pixologic has released for Zbrush 3.1 look awesome. You know what would look even MORE awesome?
















    A Mac version. ....

  14. #59
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    o.o.... it just hit me.... now its the perfect tool that could achive what was impossible before for one of my put off threads!!! you rock!
    zbrush is king

  15. #60
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    Thank pixologic for amazing software. this plugins very useful and fun.






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