ZBrushCentral

*** Introducing ZSpheres II

Timeline in Zbrush, this is definitely possible by Pixologic. Check my Zscript out where I scripted a primitive timeline with camera system, in fact this timeline also works with ZSphere positions in 3d space.

http://www.zbrushcentral.com/zbc/showthread.php?t=61937

This works so far with cameras and even ZSpheres for animations but I have left the ZSphere part because I got busy don’t have much time and also got stuck, but it works even now with Zspheres (read the thread I linked) as with a timeline anything’s possible to change over time such as ZSphere x,y,z positions and then animate and render etc.

Either way it’s still primitive but it just serves to show what’s possible with Zbrush and I’m sure Pixologic can do it soon (since they have real programmers heh which i’m not exactly)

ZSpheres 2 looks really exciting and so long as Pixologic has fixed the ZSphere bug where you can’t script the x,y,z positions of a Zsphere beyond 16 units in Zbrush units from the origin then I will continue to script my ZSphere animation plugin. when I next get free time, but until then it will be hard.

Please fix this bug for Z 3.5!

Can’t wait!! :smiley:

yes, Darukin i do remember your script, which is cool. Hope that ZB 3.5 /4.0 will solve those issues. It would actually be awesome having the ability to do character animation within ZB. :wink:
Seeing those new cool features makes me wonder what the future of ZBrush could be…

WOW and another WOW…this looks awsome!!!
Looking forward to the future of 3d…
Pix team…your’e the best!!!:smiley: :smiley:

:grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:
can’t belive my eyes, great!!you people did it.
zbrush rule them all!!!yeah!!!

:eek: wow,very cool.

I was thinking the same thing. Bones…could Pixologic actually be thinking about rigging?

Nah. Too much right now. Ri-i-i-i-i-ght? :eek:

<911 operator> “This is 911, what’s the emergency?”

<me> “Yeah hi, need ambulance, my mind has been blown!”

<911 operator> “Do you have ZBrush 3.5?”

<Me> "Yeah, but how… "

<911 operator> “All units, all units, we have another ZBrush related mind blowing. When will these pixol-jockeys LEARN!!”

This is the best thing that has ever happeed for modeling (so far). :+1:

Regarding animation, what about something similar to this ?
It seems a very interesting and quite artistic approach to animation

http://www.kunzhou.net/publications/MeshPuppetry.wmv

Omfg2 !!!

The link doesn’t connect.

Wow! I never like to fool around with polys - ZB is getting more and more intuitive! Sure hope that like what other people are wondering, the rest of the workflow is also taken care of (topo).

I must say that -and I mean this in the most positive sense- you people at Pixo are really sick in the head!! :grimacing: :smiley: :+1:small_orange_diamond:sunglasses:

Go go Pixo!!

Look at the address in your browser and correct accordingly

way to go Pixologic! I’d use this technique right away! Genius…

sorry.
should be fixed now. :cool:

Not sure if I explained myself well enough in the last post. I believe a low resolution adaptive skin will be generated from the simpler “Skeleton” Zspheres and not the “muscles” Zspheres. It is this “skeleton” or armature that contains all the necessary information to form the mesh topology. The “muscle” Zspheres only contribute to the volume of the the skin and have no influence on the topology of the mesh itself. As you subdivide the skin, more and more of the muscle detail project through onto the higher resolution skin. At the lowest subdivision level is where you would be given manual controls like little Zspheres placed on every vertex of the adaptive skin to allow you to control the topology of the model. I believe the re-meshing of the model will be integrated into the modeling process in a natural way instead of just leaving it for some step at the end. Alternatively, you might import a custom mesh from another 3D program to be used as the final skin after exporting an adaptive skin as a template using GoZ. This custom skin would then be rigged with the Zsphere model allowing flexible posing throughout the rest of the sculpting and detailing process. Whatever the case, I expect to see a clever solution come out from the Pixologic team!

-Jason W.

This is truly shocking. This addition to Zspheres is a complete game changer. Its ideas like this that make Pixologic’s Zbrush so unbelievable and ahead of the competition. I cant believe this is a 3.5 update.

Pixologic Rules! :smiley:

Don’t really know what to say, looks mighty impressive. Nice job! :eek: