ZBrushCentral

How can I safely Rotate/Translate a Rigged/Bound Mesh?

Having an issue with moving a Zsphere/Bind Mesh subtool. I want to be able to create an Insert Mesh, or just Append a Rigged Hand. My issue is that when I rotate the Parent (or the next 1/2 Spheres up the chain) that it it will effect the mesh in unexpected ways, or begin to twist the mesh severely. It always seems to want to twist even though the spheres/segments I am rotating are outside of the actual mesh.

Am I missing something when it comes to trying to move/rotate a Set of Zspheres with a bound mesh? (or can this not be done?) I can’t seem to create a stable hand that lets me put it into a final pose without some major flaws/errors. The Parent and first Spheres sit outside of the mesh, but still seem to effect the rest of the hand in certain angles.

Any advice on how to Movie Rigged/Bound assets? Thanks! :slight_smile:

Attachments

BindMesh_01_zpsimumirpy.jpg

Zspheres don’t generate that type of errors. They are certainly not a perfect rigging tool and they systematically deform the heads if they tilt laterally, and the same can happen occasionally with hands but nothing to that extend.

I have noticed that you have a bone that moves in the hand in the base of the thumb. The movement doesn’t seem logical and seem linked to the strong deformation of the hand. Perhaps this and other wrong rotations could be the reason. Double check that when rotating the bones you are doing it properly and they don’t act in a odd way.
Also it seem you are deforming the model in high poly when is more convenient to use a lower subdivision (10 or 20 k for a full body)