If you have made a T Pose to Z Rig and have kept the (preview mesh), and have 3D layers for the transformation,
A new merge that will keep all the layers intact , when you go back to the normal mesh, It will create a dublicate version maybe, that
has all the layer morphs in one.
Think I have made a previous idea, but if I didn’t,
A curve setting like frame mesh, for visible subtools that will lay down a curve on the intersection points.
A new curve setting that will lay down a curve on the entire wireframe.
Maybe if multiple curves in a scene, a auto group curves setting, that will make every curve a different color and gives them a separate ID, and so it could be used for different IMM’s.
A new poly group option for placing poly groups, on each side of your mesh without selecting hiding masking etc.
so it will use the center line, and then colors the left and right.
Saves a little time, especially on high density models.
I’m just doing some experimentation with Z Rigs, for poses etc,
But maybe something like this could be nice.
A make adaptive 3D layer, that will keep the original mesh, and put the deformation on a 3D layer.
So you can pose your character in all sorts of positions and keep adding 3D morph layers to the original.
For pose to pose animations maybe in Z Brush.
And maybe in the future it can also keep Z Rig positions in there so you have the flexibility to do some 3D layer morphing,
While the invisible Z Rig wil follow the mesh in the back ground.
So you could fine tune with the rig, if you want.
It’s not possible now , I know and a bit foolish (with overdrive settings on 3D layers etc)
However it could be cool to have maybe a clone version in the background with the rig in place.
on a different timeline layer that you can switch on perhaps.
Could be nice to have a feature like, mask outer edge.
Not really the outer edge strip but more like the edge verteces.
Or maybe when you frame a mesh through polygroups, a setting that holds the curve and also the corresponding edges in place.
Could be handy to have a cycle through only stored views.
And maybe a memory for when you isolated a subtool,
And store a view , it will also remember isolated subtools, hidden surfaces etc.
This Z Remesher setting wil loop through all subtools ,and makes a percentige volume based overall remesh.
So small bloks wil have a lower setting and big blocks wil have a higher setting, with a slider.
Sometimes when swiching applications when in Z Brush, the Z Brush application will stay on top.
When I use ALT-TAB, to switch.
Could be a setting that I have overlooked,
but if not a setting for Z Brush alway’s stay on top could be nice.
Could be handy, to have a extra alpha created with the grab Z Depth.
So you can also have a flipped version (if you had to do it manually, turn the model 90 degrees, and mirror it) of the Z Grabber.
Could be handy to have embedded alpha’s in IMM brushes.
So you have the mesh,and some extra options for deformation,through the embedded alpha’s. ( per nested IMM)
Group Folders for Sub-tools please!
Could be cool to have your model dropped in the canvas,
And an overlay gun and effects,will use special brushes to explode the mesh,
Angle of impact( normal) will be taken into account, some special splatter brushes perhaps for a terminator mesh explosion.
And a shooting gallery option that will takes your dropped mesh, and duplicates it
for use in : for instance a shooting gallery, with moving targets.
Light on your system because it’s 2.5D
Maybe a seperate pluggin could take a texture grab,and depth and does a 360 degree turnaround.
So you could have your model in all sorts of angles.
Did a quick macro for this made a preview mesh from all (visible) subtools, Grab texture,and depth, rotate 1,etc
Could be handy btw to select multiple textures in the texture pallet and export them all (Drag and drop would be awesome).
Pew Pew Pew Z Boolean Carnage !!!
Attachments
For some reason I can’t export multiple subtools to 3DSMax.
For every subtool that comes into max it will make a new scene for it.
I can try to save out every subtool and do a merge maybe, but I don’t think that is how it is supossed to be.
Im using 3DSMax Design 2013.
When I merge all subtools its ok ,and I keep the exported meshes in 3DSMax to a minimum of 2 meshes.
For use with DAZ and other applications.
Could be very handy to have something like this,
When you accept the fibermesh, in the same subtool it will make a duplicate proxy mesh so you have a lightweight,
mesh that you can deform, after the accept fibermesh, and the root will stay snapped on the mesh.
So you can fine tune your fiber look, and still be able to groom your fiber mesh.
For more control grooming and fine tuning the overal look.
Could be handy to have an overal deformer setting that you can use for the fibermesh,
Now it doesn’t take the masking of the root into account.
Maybe a special section in the deformer tab, assigned for fibers like : gravity, overall blower, etc
maybe with a graph, for some cool effects.
Lay down a curve on the model, and it wil follow the main direction from the start point to the end,
With some spread influence settings.