ZBrushCentral

ZBrush with skeletons

i am trying to build a 3D whale, and would like to add some organic texture to it.
I also need skeletons to animate.
So, I would like to build a basic shape with skeletons in Maya.

How can I import the model i built in Maya into ZBrush?

Or is there any other way I can build a model with skeletons in ZBrush?

The rig for the model is unique to your application.

You can export the model from Maya as an OBJ. That does not include the skeleton, though. Depending on what you do in ZBrush, it may be necessary to rig the model again after returning to Maya.

Generally, from what I can gather of what you’re doing, you would want to just build the basic shape in Maya. Then bring it to ZBrush for refining and detailing. Then return to Maya. Only then would you actually rig the model.

thanks.

I got a book called “Character Modeling with Maya and ZBrush” which
explains what i wanted to do pretty well.

Judging from your terms you dont know what your doing.
its called a bone rig and zbrush does not have this ability.

other then transpose that is not a bone rig.

also you will have to reduce your poly count for maya or whatever.

and bring back the detail thru displacement channels.

You need to watch some rigging tutoirals. I dont know maya that well. but you will prob need to learn what FBX are. and how to animate code. I dont maya script. I do in other programs its more then moving a gyro and hitting keyframe.

every animation should be animated coded to slide bars or some sort of control. Animation Fbx tracks etc.

infamouskiller - wow, way to be a prick…

deluxmilkman - listen to aurick. In reference to what infamouskiller was talking about with scripting…none of that is needed, just helps alot. (XSI has prebuilt rigs that do the same thing without the scripting.)

I think I know what you can do to solve your issue.
Maya has the ability to save your skin deformation/weights in map files.
If you perserve them you can then detach the geometry and edit in zbrush. When you come back to maya from zbrush you can then use the option of reloading back your skin weights and do some minor tweaking to ensure a smooth deformation. I use XSI and it can do this pretty good. I have used maya’s skin saving ability with some good success however sometimes it will have a few weights that will need to be adjusted.
Do you experiments on lower res geometry first to get the steps down then you can use the same for your final geometry.

You do not need FBX for just tweaking the gemotry. May does have prebuild skeletons if you use Full Body IK (FBK) I do not rember the exact menu location but if you hit F1 and look at the help there will be enough explination there to get you started. FBK is a good rigging system. There are some quirks to it and it will take a bit of time getting used to.

If you have any other questions I am good with Maya as it was one of the primary packages I used while majoring in college. I just use XSI now becuase its cheaper and has more flexibility for my needs.

Good luck.