ZBrushCentral

ZSphere rigging merges all subtools?

Hi everyone!
I was wondering: is there a way to make a zsphere pose rig without it merging all subtools, but rather keeping them separate? I colored the subtools, but when I posed the character it merged them all, and now everything is one color.

The only solution-idea I had was to split them to similiar parts as polygroups and dunno, try to see if it works.

Is there any way for subtools not to merge when doing zsphere rigging?

Hello @artistotel

You cannot affect multiple subtools simultaneously with a ZSphere rig. All the geometry you want to be able to affect must be part of the same subtool.

If you have multiple subtools you can use the Transpose Master plugin to create a new merged tool out of all of your subtools, which can then be posed and used to update all the individual subtools of the original tool. When using TM, if the “Groups” button is pressed the TPose mesh will retain all poly-group assignments. If this button is not pressed then each subtool will be its own polygroup.

If posing the model directly with transpose functions, you would generally use masking with falloffs and polygroup visibility to control how the mesh is deformed.

However, ZSphere Rigging is generally intended to use the weighting of the ZSpheres themselves to determine how the mesh is affected. The most direct way in this mode to control how a mesh is affected is to adjust the rig. It is possible though to unbind the mesh, mask portions of the TPose mesh, then re-select the TPose mesh to pose it with custom masking applied.

:slightly_smiling_face:

Hi everyone!

I use zspheres to rig my characters. But they merge my subtools.
I want to have a character holding a knife, which means I need to wrap his hand and fingers around it, but not rig it with a sphere. How could I go about doing this?

If the knife itself will be posed in any fashion by the process, it must be part of the subtool being posed.

If the character mesh will not be doing anything other than holding the knife with that hand then it makes more sense to simply create the character holding the knife in the first place, then pose it. Posing digits individually is always going to be a tricky process, and not worth the effort if not necessary.

If posing with the transpose functions, simply create the TPose mesh that includes the knife and mask it to keep it from being affected by any posing.

If using ZSphere rigging and you would like to include the knife for reference, then mask the Knife in the TPose mesh before selecting and binding the mesh. If you rig was set up automatically with the Transpose Master process then it may be necessary to unbind the mesh, mask the knife in the original TPose Mesh tool, then re-select the TPose mesh in the rigging palette before binding it again.

Hi! I was wondering if there is any way to work around this.
Basically, when I color subtools and then try and do zsphere rigging, ZBrush merges everything and everything loses its color. Are there any ways to fix this?

This is working as intended and there is nothing to fix.

ZSphere rigging requires you to select a mesh and bind it to the ZSphere rig in order to pose it. While in that mode you are working with the ZSphere tool, not with the original mesh. The bound mesh is projected in transparency around the ZSphere rig so that it is easy to edit and manipulate the rig and preview the effects. You are not working directly with the original mesh while in this mode. The bound mesh is still in the Tool Palette. You can select this mesh to manipulate it, but you will need to re-select and re-bind it in the rigging palette.

To control how the mesh is affected in ZSphere rigging mode you need to alter the rig to adjust the weighting. It is not intended that the user edit the mesh directly while in this mode. In rigging mode you are creating and working with the rig, not with the mesh.

If you want to pose the mesh directly, then select it and pose it with the Transpose tools. The polyframe will display like any other mesh when you are directly editing it.

:slightly_smiling_face: