ZBrushCentral

Dream program: Zbrush Layout:: Full fledged 3d animation thru Zspheres n other ZStuff

Initial Idea:
Wouldn’t it be cool if you could label certain zspheres with proper names and these zspheres are the ones that are only allowed for posing? Then, later, convert this zsphere skeleton to a biped skeleton with yr model already exported out and vertices already assigned? Now, that owuld really rock, don’t you think? Improve on the animation system i feel…'cause currently morph targets just don’t hold much water compared to the use of biped. If pple could work in the comfort of Zspheres to use as a biped and have proper IK constraints between biped and keyframing, it would really rule big time!

Dream Program idea:
Maybe in the future, could have a seperate program called Zbrush Layout (which would have be similar to Zbrush) that does the job of real animation instead. It should have the ability to export/import your ztools, zmaterials, zlights, displacement maps, uv, texture, alphas and other related zbrush stuff and maintain zsphere-biped integrity for zsphere type .ztls. Wow! Even better, you could model your character in Zbrush and then assign regions of the model to various zspheres of the skeleton zsphere. Then, export out your model .ztl that already includes an underlying zsphere skeleton structure. So, for character animation, if you exported out your zsphere constructed .ztl (which would already have an underlying mesh), everything from animation constraints, default pose, saved poses, textyre, mesh, subdivision levels, etc. can be called/recalled from within the Zbrush Layout program. Man, that would be revolutionary! Maybe can even do muscular physique stuff as well to define those areas that flex accordingly thru control-mask-clicking or precise selection on the canvas thru face, vertex, etc. sublevels. With a system like this, you can even prototype various poses in Zbrush first thru the ease of zspheres, save them as morph targets that you intend to use later, and save everything into the .ztl. Bringing the .ztl into the Zbrush Layout program, simply call those morph targets from the loaded ztool to automatically pose those models at the apprioate keyframes in the timeline with those intended poses done earlier. Then, make adjustments to the imported poses and fine tune them. So, the morph targets are simply a way of storing the various saved biped poses you intend to use. You can even do the adjustments of the biped arrangements in Zbrush layout and re-save them into the .ztl if you wish! Works both ways. Man…that would be a dream program. However, I know an animation program is a very big undertaking though, especially with special effects and so many other stuff unmentioned here. It might not exactly work…

Hi Glidias from " "
Maybe in the Zb3 :roll_eyes:
Pilou

yeah i have the same impression. so far ZBrush is a good companion for other apps, like maya and others, but it would be eally cool to make its developing go towards an animation system. i clearly see in z spheres alot of great potential not only for modelling but as u said, for animating too.

Well, maybe for a zbrush 3.0 who knows…:slight_smile:

Well it’s pretty easy to export a ZBrush model to Blender and 3ds Max to rig and animate there. Just make sure you frame preview your mesh so you have well defined colored areas that you can name as objects later. Since the obj export creates a single object. * If I remember correctly. *

There’s all kinds of crzy ideas I can think oftomake this software even cooler. Besides all the animation capabilities, I wasthinking it woud be cool to have different shapes of sculpting tools…(instead of justa round shape). I can think of many instances when a square shaped tool would really come in handy. and it you could rotate those square tools to any direction with just the click of a button…that would be totally great.

and while they’re at it, why not throw in an optional grid plane so one could see where their model’s oriented…

and on top of that, put in a nice photoshop style layer system so that you can see all the groups of everything easily, and hide and delete or redisplay objects however you need them. Hey, maybe even an opacity adjust, so certain groups aren’t quite as visible as others.

And ofcourse from the animation angle…being able to pose and resculpt your character as a corrective blend shape…but making it super interactive…like all you have to do is bend the joint…and hit a button over that joint…and say it turns blue…then sculpt to how you want it…hit the button again, and it the corrective blend shape is stored to the joint…and automatically a slider is created in the morphtarget menu.

no that would be great…
-tiktok

Some pretty good ideas, especially different shapes for sculpting tools. Would also be nice to have the sculpting functions exposed through the SDK so we could program new types of sculpting operations. I am not sure animation functionality would be a good idea. Alot of the reason Zbrush is so fast is that the scope of the program is limited to modeling and basic texturing. This means the developer can make assumptions about what we are going to be doing to optimize the speed of those tasks. If Zbrush grows into a more general 3d animation program there is a possibility we will lose the speed at which we can sculpt high res surfaces. Personally I would like to see the texturing tools refined to a level that competes with and eventually surpasses bodypaint before any animation features are added.

By default they’re exported as seprate groups, but there is a switch in the export menu that controls this.

You can do this to a large extent with alphas already.

bill:
you can do projection master with alphas…but only for fine detail. As far as the actual sculpting, you only have a round brush. If you had the option of square brush with fall-off just like the round brush, you’d have a lot more options when sculpting…especially with mechanical type stuff…

-tiktok

I see what you mean now. Sorry about the confustion.