Hey joe_seig, glad your are experiencing success with posing now. As for your questions…
- What criteria do you use for determining the hold-ability of a zsphere arrangement? …That has me completely stumped.
Try and try again. Most often errors happen when you brute force the position rather than doing it the way the body would. (ie., lift hip, position knee, move lower leg, and so on…) Think - imagenery rig system.
- Is the density/proximity between zspheres a factor? I’m noticing distortion in more closely set zspheres.(?)
…and less or no distortion where zspheres are spaced further apart.
Yes, I have found that some times, but usuallu it has more to do with which one you moved. The pattern I’m seeing, but as yet I have not done enough, is that you need a zsphere to hold the geometry, another zsphere to be the pivot point and a third zsphere to control the new geometry. So looking at the knee or elbow of my character ‘Big Hands’ and if you are watching the script, these areas always seem to work. This is what I slowly moved out from to setup the rest of the character joints. In the script I posted, I do a booboo to show it is easy - I over rotated the hand, rather than rotating the forearm and beyond a certain point each joint breaks (be very careful with the move tool, scale seems fine and quite fun at any stage). Thus the rig I’ve presented came into being. Easily modifiable to quadrapeds or almost anything else, even the head. I have several test where I’ve elongated Wolfie’s head into a more wolfish design, but he could just as easily be a fish, dino, whatever. (Note: this leads to the ability to export geometry in the pose needed for the specific app one is using, then repose for the next - more on that coming.)
- Does major pushing/pulling/rearranging of the morph mesh have anything to do with distortion after posing?
… noticed where little or no sculpting is done, no problem, but where alot of changes are made (head, ears ect), not holding as well.
Not necessarily, it is more the fact in your ear case that you added the extra geometry. I have little issue now with most things, following the rig I’m using - except the feet. I think I solved that, as it was the fact of where the bend is and the detail for the toes as I really liked Tyan’s approach, I’ll post the solution as soon as I like it.
As with anything - the less initially the better. That said, I have seen some pretty detailed zstructures from Pixolator and tried them all. I’ve found less is more, but mileage may vary. I remember seeing that Scarab Beetle by Tantramancer ( http://www.zbrushcentral.com/zbc/showthread.php?t=20349&highlight=scarab ) all the detail done with zspheres and was just so darn impressed - it reall drove me to re-address zspheres.
As for detail under geometry the best test I have right now to support/debunk that, is Wolfie in his cool head shot and body, I think I’ll do him again with the new toe fix time premitting. The flowing hair should look very cool.