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Can you Rig in ZBrush for Poser Pro 2010/2012?

I am trying to find out if you can “rig” in the current version of ZBrush for use in Poser Pro 2010 or 2012? Rigging in Poser is a real pain and there are several issues that can come up when doing it. However, ZBrush is very adept and I wasn’t sure how or if you can do that for use in Poser. Do you have to stay with Poser naming for it to work OK (see below) or how would you do the rig for compatibility NOT rigging using Poser?

Here is what I found for grouping to rig using Poser:

Using the Grouping tool in Poser the ZBrush group names need changed to follow the exact Poser naming convention for body part groups. Those group names must follow Poser’s naming convention, otherwise rigging will not work correctly. In other words, rigs work only if Individual bones and body parts conform to Poser’s naming scheme.

http://poser.smithmicro.com/tutorials/Characters_grouping.html

Thanks for any help or advice on this.

Don’t know a lot of this, but circumstances dictated I make an attempt.
Do not know what you wish to rig, but there is another way to do it.
Let us assume that you are talking about having made a “human” figure in zbrush in the
DaVinci pose.
You import it into Poser.
You put it in the set up room.
While figure is in the setup room you go into your Poser Library and select another figure in the libray, my initial mistake
was selecting a hires figure, better results ( depending on your needs) can be obtained by using one of the original
simple Poser figures ( casual figure).
Once you select him there will be a icon on the bottom of the library saying change figure. Once you have clicked this icon
a skeleton of the figure will appear superimposed on your own ( helps to have your figure in wireframe).
open the group editor.
Use the poser tools (move ,twist ,rotate,parameter dials of the figure to position your figures joint to the skeleton.
In the group editor there is a command called “auto group”. Click this and go back to the Pose room.
Your figure will now have the body parts of the substitute figure. You will probably have to redo depending on what you
manipulated in the setup room.
Sounds like a lot,but after a series of frustrating attempts, it goes well.
Best of luck.
Should add if your figure is a four legged critter, use that type from library

Thanks for the info, I will try that and see what the results are.

The models I have are roughly human shaped, but with lots of custom details such as full genitals, tails, wings, etc. for some of my characters. How would I get the bones added properly and rig those areas then do the morphs for them?

Then I also have creatures that are very custom with no rough shape to go from in Poser so I assume the tip above would not work at all for them since they are so different?

Thanks for any thoughts.

I’m after similar objectives: create and rig custom character meshes in Poser. I have tried these methods and its various derivations. I run into problems with grouping, especially with rigging quadrupedal animals. Pre-grouped meshes whether imported and maintained, or applied via PHI load will separate (spread rather than stretch mesh) when rigged and exercised. I think one grouping problem can be avoided if this rule is applied when grouping. Have groups follow IK with ONLY Single Parent and Single Child boundaries. For instance if grouping a pig, the ham thighs should only barrier the HIP, not HIP, Belly or Tail. Create grouping in whole cross-sectional bands with no more than one parent / child boundary on each end of the cross-section.

How has your progress been? :qu: I have a bottleneck at rigging & grouping and still am exploring better options.

To answer can you rig for Poser in Z-Brush? Answer you can develop and prepare a (obj) mesh for rigging, but today it does not include rigging IK mechanisms such as Poser’s and DAZ “Collada compliant” bone system. They rely mesh grouping regions to delineate the affected p[polygons associated to a bone. Mesh grouping can be accomplished several ways, including mesh separation by ZBrush subtool or polygroup. Re-organizing the groupings into a IK sensible hierarchy can be accomplished easily with the PhilC PHI builder app. However its all not roses from here as you may still have troubles with group seperation after your first attempts at rigging. I’m still investigating cause/fix of this. (Anyone ??):qu:
FYI Milkshape API (games) and Messiah 3d (animation rendering) also has rigging tools.