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Getting the non-DynaMeshed mesh from a posed ZSphere rig

Hi there,

I want to make a few 3D-printed brass pendants in the shape of different hand gestures. So, my idea was to just take a relaxed hand pose (one simple mesh, no subdivisions necessary because the resolution of the 3D printer doesn’t allow for fine enough detail to warrant multiple subdivisions), rig it with ZSpheres, pose it and then clean up the result with some sculpting. However, now that I have made the rig and posed the mesh, I can’t find a way to extract the posed mesh so that I can sculpt on it, except for the Adaptive Skin feature. Adaptive Skin works fine, I could of course use that to sculpt from, but that comes with the downsides of working with DynaMesh, in this case (with the hand making a thumbs up gesture), four of the fingers fuse into the palm of the hand. It’s not a huge problem and I could work around it if I don’t find a better solution, but since I will be making quite a few of these gestures, I want to find the best workflow possible.

What I find a bit infuriating is that I can see the exact mesh that I want, not DynaMeshed, in the view port already. It’s right there! I just can’t sculpt on it because the selected Subtool is just a ZSphere rig rather than a sculptable mesh.

image

TL;DR:
Do you guys know how I can get the mesh that is already being displayed in my view port (surrounding the ZSphere rig) into its own Subtool so that I can sculpt on it?

Any help would be much appreciated, thank you.

Hi Amaro. With an adaptive Skin, what you see is what you get when you press the “A” button to preview it in Rigging mode. If the density is set to 1 in the adaptive Skin panel so that no further subdivision is added, the skin generated will be that mesh– the one you bound the rig to. It wont change the topology.

That aside, I always use Transpose Master for this sort of thing. It just makes the process much more straightforward. It will auto generate a zsphere centered on your target mesh for you, ready to rig. You can even keep the existing rig you’ve already made with the store/paste commands.


[Edit] Oops! Listen to Marcus below. I forgot to tell you to switch off dynamesh in the Adaptive skin palette. Sorry about that! That’s what I get for posting after being up too late with my own Zbrushing.

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To turn off DynaMesh for Adaptive Skins, just set the Tool>Adaptive Skin>DynaMesh Resolution slider to 0. You may also want to set the Tool>Adaptive Skin>Density slider to 1 if you want your posed mesh to have the same resolution as the original.

To create a mesh you can sculpt from the rigged mesh, press Tool>Adaptive Skin>Make Adaptive Skin. This will create a new tool in the Tool palette with a name beginning “Skin_”. You need to select the new tool to work with it as it isn’t selected automatically.

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Thanks both of you guys for answering, and thanks to @Marcus_Civis for the piece of info that ended up solving my problem! I was not aware that setting the DynaMesh resolution to 0 in the Adaptive Skin menu would have the desired effect. I really appreciate the help!

In that spirit:
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This was my first post on ZBrush Central and the community already makes a great impression, I will definitely be coming back :slight_smile:!

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That’s great Amaro, and you’re welcome!

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