ZBrushCentral

Insert connector mesh over multiple zspheres

Hello,

I’ve created a zsphere chain and am able to attach a poly mesh to one of the segments by using the “Insert Connector Mesh” button under the Adaptive Skin menu, but have only been able to attach a mesh to 1 segment. If I hold the ctrl key down over the “Insert Connector Mesh” button, I see this text.

“Furthermore, an inserted Connector Mesh can extend across multiple ZSpheres, with evenly-divided segments bending at each position. This is done by moving up the ZSphere chain and Alt-clicking links to convert each successive parent to a magnet sphere.”

I’m confused as to what the instructions mean and haven’t been able to figure it out on my own so far. Could someone please give me a step by step breakdown (or better yet, a video doing this) that shows how to insert a connector mesh that goes over multiple zspheres? Thanks!

I´ve been testing and i can´t make the inserted connector to propagate through all Zspheres chains. But i found may be they mean your inserted connector will be the next draw conector from now on. So if you have a Zsphere chain you can Alt click on the last conector part and it will become a magnet Sphere. Insert your connector mesh (i.e cylinder) If you continue drawing you will continue drawing that insert conector insted of normal Zspheres.
Thats the way of creating manequins i believe

I made a little plugin that should help:

http://www.zbrushcentral.com/showthread.php?94752-Useful-small-ZScripts-and-Macros-for-ZBrush-4-amp-4R3&p=743193&viewfull=1#post743193

Attachments

chain.jpg

Awesome plugin Marcus thanks a lot!:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

You’re welcome, Fran!

I think i will try to create complex manequin as a tool for future action figure sculpting. Do you think would be possible to insert jointing systems replacing the Zspheres? I never tryed it but i think it´d a be an interesting point to start with this kind of pre-articulated manequins :idea:

I’m not really sure. I suppose the connector meshes could be bones with sockets at the ends and then the zspheres themselves could be balls. But there’d be no way to restrict the movement, so you couldn’t simulate actual joints. Also it’s quite difficult to get the inserted meshes to maintain their proportions (though I suppose they’d be OK if made to fit).

It will be interesting to see what you come up with!

Yep totally agree. It will not be functionally working action figure with joints for every purpose, but i think it would be a great start point as skeleton with all the joints already placed. So after modelling and refining your figure you will have your joints placed and ready for boolean operations. Would be an opposite workflow as it is now: Modeling the entire figure and then split and add joints. I believe this is also a traditional aproach, using pre-made skeletons with funtional joints. Will give it a try and will post some results.

Thanks for your encouragement Marcus!

sorry @wjhamilton for stealing your post for a while :o

Thanks for the plugin marcus_civis I’ve tried it out it out it seems to work very nicely!

No worries [][-][4Z4R])))) I’m pretty new to zspheres and found the whole thing here interesting to read about.

Thanks again for all the help, think I got it all sorted out now.