ZBrushCentral

Posing Problems

pose.jpg

Hi, I posed my figure using ZSpheres, but as you can see where I bent the legs it look strange (almost stretched) I don’t want the legs and arms to curve like they are but stay straight and only bend at their joints. I placed the ZSpheres right at the joints so why do the limbs look like they are bending or curving. Shouldn’t the mesh just bend at the joints? Is there something I can do to fix this? Is this a weighting problem or something else?

Also I read this:

“If the weighting is not right, unbind the mesh by pressing Bind again (it should not be orange after this, i.e. it should be off) and try to reposition some of your ZSpheres. Press Bind once you are ready to test the weighting again.”

How do I know if the weighting is right or not and how do I test the weighting? It wasn’t orange at all so maybe I am missing something.

Try to put two more Zspheres near the ones that goes on joint, it will give you a better deformation on joints.

[rig02.jpg]

Thanks jramauri. I added 2 extra ZSpheres on either side of the joint. Is this what you mean?

Also, is there a way to turn off bind and still keep your pose? When I turned off the Bind to add the extra ZSpheres my pose went back to the default T pose, but it would have been nice to keep my pose and add the extra ZSpheres. Is this possible? Do you just save the pose to a layer or something?

Does anyone know if the Topology Palette (“Topo Smooth”, “Max Strip Length” and “Skin Thickness”) settings are used to allow you to adjust the way the mesh looks when the leg or arm is bent?

Yes, this is exactly what I mean.

About the pose, try the following:

  1. Pose your model;
  2. Go to adaptative skin section, set density to 1;
  3. Press make adaptative skin. A new tool will be shown among your current tools, the posed mesh;
  4. Go on and delete your mesh on rigging section;
  5. Now, press select mesh button and chose the generated adaptative skin;
  6. Made your modifications on zspheres skeleton and bind again.

About the topology controls, they aren’t used to make any rigging jobs, just for retopo tools.

I am using a similar rig to pose an existing grouped and UV mapped mesh. Unfortunately when I create the adaptive mesh, the UV coordinates appear to be lost. Is there any way to grab a copy of the actual posed mesh?