ZBrushCentral

Zsphere Pose Lagging?

Once i have the model rigged i try to turn the and legs & arms they move very slow am i doing doing something wrong or could it be my PC

Hello @Solidegg

While it would be much more helpful to actually get a look at your model, the most common problem users have when suffering poor rigging performance is trying to rig/pose a model that is too high in resolution (polycount).

The higher res a mesh is, the worse it will perform when posing, and the more likely it is to suffer significant surface distortion. You really want to aim as low poly as possible for a posing mesh. The fewer points there are, the better it will perform, the easier the individual points will be to target accurately, and the easier it will be to repair any distortion that occurs.

:slightly_smiling_face:

What is a good polycount range to stay in?

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Yes, that mesh is going to be too dense to perform well while posing.

There is no hard and fast rule, other than the lower the better for the most part. If you could ZRemesh to under 25k polygons, you’d probably be in good shape.

Posing works best with a mesh that has a low poly base level, and multiple levels of subdivision. However, reducing polycount also reduces detail. If you don’t already have multiple subdivision levels, the best thing to do would be to duplicate your mesh as a subtool, ZRemesh the duplicate, subdivide as necessary, and project the detail from the original mesh onto it. You can then pose the lowest level of subdivision, and those changes will transfer to the highest levels of subdivision.

If you have multiple subtools that you wish to pose at the same time, use Transpose Master..

Good luck! :slightly_smiling_face:

The thing is i never really use Sub Divisions i mostly use Dynamesh and when i use it won’t let me use Sub Divisions

Every tool in the toolbox has a different time in the process and area of focus it is most useful for. Sawblades, hammers, and paintbrushes are all useful when building a house, but tend to be more useful at different phases of the construction.


As the documentation explains, Dynamesh is a tool that is most useful in the early to middle stages of mesh construction, up to about a medium level of detail. Its designed to be useful when you’re still making rapid, drastic changes to the form of your mesh. Eventually though, the form of your mesh reaches a more stable point, and doesn’t change as drastically after that. Dynamesh becomes less useful at this point and even a hindrance, because it complicates subdivision levels. Subdivision levels are a very useful tool for the later stages of model work, especially if preparing to export.

If you plan on posing, sculpting fine surface detail, painting, UV unwrapping, or creating textures for export, you will eventually want to work towards a mesh with decent quality, clean, low poly topology, and multiple levels of subdivision. While your need for dynameshing should be much less by the time you reach this phase of your work, you still don’t need to fear being locked out of using that tool if you want. You can always project the detail from your high poly mesh, onto another form of your mesh with completely different topology.