It has been my experience that If zSpheres are created in ZBrush 2 then loaded into ZBrush 3.1 the Morph Target> Switch will work regardless if your supposed to do it or not.
Basically as long as the ROOT zSphere is from ZB2 extreme posing is possible with as few as 3 zSpheres.
Importing ZB2 zSphere Armature into ZB3.1
load the ZB2 Root zSphere into ZB3.1
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Draw zSphere on canvas > Edit Mode
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create your zSphere armature
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Store MT = Pose 1 (do not add or remove zSpheres after this stage)
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rotate zspheres to desired pose this becomes Pose 2
If you switch MT now, it will be Pose 1
If you switch MT now, it will be Pose 2 -
With either Pose 1 or pose 2, you can set the desired density (7 in this case) and preview the Adaptive Skin and sculpt
In this case i will sculpt in Pose 1 -
When details are complete press A (to go back to zSphere mode)
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Morph Target >Switch (to go back to Pose 1)
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Press A to view the adaptive Skin with all the detail
If in ZB3.1 a zSphere armature is created (3 or more zSpheres)
The explosion only happens After sculpting on the Adaptive Skin
creating a Polymesh and Attaching it to a Zsphere Armature (skeleton or what ever you want to call it)
has the same effect. As long as i don;t sculpt on the mesh it will be poseible.
If interested I have zScript recorded sessions of all of this.
I still manage to get exploding zSpheres even when i use Morph Targets as Aurick says This Thread:
[http://zbrushcentral.com/zbc/showthread.php?t=36007&highlight=Exploding+Zspheres](http://zbrushcentral.com/zbc/showthread.php?t=36007&highlight=Exploding+Zspheres)
<b>"As long as the model is connected to the ZSpheres rather than skinned"</b>
<b>
ZB2.0</b> <b>Comp1</b> XPsp2
BOXX AMD 2xAthlon 2800+ 2.13GHz
3MB RAM
7200RPM HD
nVidia Quadro FX 4000
<b>ZB3.1</b> <b>Comp2</b> Vista 64
i7QuadCore 2.67GHz
6MB RAM
nVidia GeForce 9800 GT

