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Making Time For Art. Update3@Page 24, Update2@ Page 11, Update1@ Page 7

Does anyone else think that the texture changes during the animation might have hinted at layered textures?

That’s the thing that jumped out at me, but I could be wrong.

Wow this looks sensational! Just hope the Mac version isn’t months behind the Windows release this time.

+1million

another point though: I have a real need for animation(pre animated base meshes) in ZB for testing poses other than a T POSE without causing distortions in the geometry when I turn the pose off and go back to T POSE, this is a fairly annoying time waster for me now. as I constantly have to have my alternate pose loaded into a layer level 1(or whatever level) that was an exported OBJ from whatever animation package the base model is rigged in for precise matching to scenes/interaction that is already animated. Then when I turn on that alternate pose and check out different levels to make changes on the posed mesh, I then of course turn off the alternate pose layer and you can guess what happens(ugly distortion throughout the various levels). Yes a bunch of undos or exporting objects and importing or multiple morph target fixes can solve this, but its a waste of time and a functional means of loading in animated obj sequences(or even FBX rigs) would REALLY help save me time on some of my jobs. Unless I’m missing some hidden feature, I am likely not alone in having this issue arise. And seeing the ability of apps like Mari(for painting) to have no issues loading in tons of obj sequences and painting while the sequence plays is just mindblowing compared to the way ZB currently handles pre-animated meshes(no i dont need to sculpt while the mesh animates, just an example). Again, I’m not some uber-ZB-veteran, however I cant find a simple way around this without adding in a bunch of unnecessary steps. SOOOO…

I’m glad to see the potential for a decent system to easily and fluidly sculpt on multiple levels of a mesh in tpose or any other pose I load in without distorting the geometry of my base t pose. Pardon me if my semi-noobness has missed some amazing way to skip this issue in ZB3.x

this is gone be HC!

Just looked at it again. Goes from Black to red (which looks hand painted) to the spandex suit :).

You could be right.

awsomenesss =)))

Hey guys

Wow I see a lack of love in this forum for these new features First off I agree to some extent of the fact Zbrush should be perfected for what it was designed to do, sculpting and namely painting at this point considering all the competition and need for improved and layered texture painting etc, and with professionals in mind. But... that doesn't mean I discourage these features for several reasons 1. Pixologic never said this is a complete animation toolset designed to compete with other proven animation packages, but rather enhanced showcasing tool and maybe more, and I love the idea of the camera and think of the first video with the Zbrush watch, wouldn't it be great to have these features and camera just for that kind of showcasing? 2. Zbrush is not solely for the professional, it's for the artist, the concepter, the hobbyist etc. Not every one of these has all these other expensive tools and it's lovely to be able to showcase a creative motion idea as a concepter or otherwise, it doesn't have to be perfect cause not for production or whatever but still you can explore ideas without having to leave Zbrush and not to mention very fast combining claymation and rig animation in a much faster and easier way than traditional packages. 3. Ok, so fair enough you say given it's not for production, but how about the development resources and time, shouldn't they be focused on what's more important? I guess that's the main issue here, but I don't think it's as as bad as some here think First off these new features are probably a result of other existing features which were screaming for these. To let you guys know I had developed a plugin called ZCamera 2 years ago, and I have an enhanced version in ZAnimator (check signature), which is a full timeline-based interactive Zbrush camera system and it took me only 2-3 days to create as a hobbyist programmer and Zbrush artist, so I doubt the camera system, which is probably linear, would take much dev time and resources, hardly any for that matter. Claymation is the same thing on the other hand. In my ZAnimator plugin I also created a claymation feature which again took only 2-3 days, and given the 3d layers feature etc the program had always screamed for this. It's super fast and easy to program and implement as again the blend-shapes are linear hence no hassle, and I managed with ZScript alone so imagine the real dev. Finally, the ZSphere rigging and binding features were already in place to support simple animation features, hence simple animations programming cannot have taken that much time and resources as you might think. It's not like they reinvented the whole wheel for this version. If I managed to do rig animation in a month in my spare time with ZAnimator as a hobbyist and given the limitations of ZScript, then imagine what the developers can do, especially for a basic animation toolset (which I'm guessing because of some of the linearity I saw in some of the motions but I might be wrong). Hence I doubt these features really did drain much development time and resources if it's a simple animation system. However, I would be wrong if they added advanced animation features because it's here where time and resources can really suffer. Point is, these features are all a natural extension of the given previous features, and not a huge unexpected leap. Finally, this can open doors in the future. Imagine being able to do weight-painting in Zbrush with brushes and import and export rigs or animations with GoZ, or import animations in Zbrush and heal them blendshape style etc like Mari does for textures, or even similar features but with textures in the animation as we saw. These features don't necessarily mean that other features were neglected hence I wouldn't be too pessimistic. Just my 2 cents <input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

This is crazy GREAT!!! I can’t wait to see what it is…and on the PC too!!

Freakin cool, cant wait to see what ZBrush 4 does for sure…animation of any sort might be fun. It will be killer i am sure. Thanks guys for all the free updates!!

Love to see a date to shoot for seeing it though…1st quarter 2011? 2012? sooner?

Cool, I knew it was only a matter of time!! Well done

Quote for agreement.

Also want to say one thing. You guys should consider the program not only from a big production perspective, but also from an artist, solo user, freelancer very small team POV. And fact is, with ZB only you can do wonders yet. For bigger productions you have different pipelines. For example this one

  1. model complex organic mesh in either maya, modo or whatever traditional software UV it.
  2. bring it in ZB and sculpt/export disp /normal maps
  3. paint it in bodypaint/ Mari/photoshop
  4. rig and animate into traditional 3d app
  5. render scene in passes with Mentall ray or Renderman or whatever
    6)composite and do beauty pass.

Pixologic rules. :+1: :+1: :+1: :+1: :+1: .

ZB love. The world is gonna change again.:smiley:

Did I miss the part where pixologic said this would be the only new feature or addition for v.4?

Pixolator you rocking LOL with the video workout.:smiley: Witty:sunglasses:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

:small_blue_diamond: For those posting do not want animation in the posts - I don’t know if the team is going to go that direction or not - back when version .95 was being tested the talk on the old boards and groups (which are no longer) was to keep improving ZBrush for the artist and have a ZPuppeteer (which if I remember correctly was coined by Pixolator) - which was described as a basic movement set of tools. So , like I said I don’t know if the team is going that direction or not OR what is going to be in ver 4 of Zbrush.

Anyway Pixolator said

The features that I have utilized during the creation of this movie, will enable you to showcase your art in ways not previously available in ZBrush. At a later date, I will post information about these tools.The features that I have utilized during the creation of this movie, will enable you to showcase your art in ways not previously available in ZBrush. At a later date, I will post information about these tools.
and to the point

At a later date, I will post information about these tools.

I was thinking, considering where Pix came from or what got the idea of Z started (at least what little history I know), animation has always been on the table and on the mind. Yeah, over ten years, its been covered by other aspects being developed and maybe even completely buried at times but it’s still been on the table nonetheless.
As for what we could be expecting. I think the one thing that could supercharge animation in Z, the one thing that seems obvious and yet so powerful if it were added: A Timeline window. Think of the power of animation that Cinema 4D, After Effects, and other various software have and think about how it would be if it’s functions couldn’t be keyed to a timeline. Now, to think of Z having one…I think this is wonderful!
As for those who see animation as irrelevant, let me explain to you at least one priceless situation this can be used. I’m an Investor/Producer. I go to a production house and want my concept sketches realized for a professional Hollywood production. They give me sculpts, posses, and alterations. All I need to do is make a decision on whether to proceed with production (especially considering budget)…Great! This process is happening even right now as I type. Here is the rub though. Do I really want to commit to these designs? Will it move right? How about motion capture? Well, I believe with Z4, we can now test basic movement, morph changes/transformations, and other various expensive production effects before costly CG dev proceeds. Just another level of pre-visualization. That alone, whether I use it or not, makes me love that they put this in. Its there if and/or when I need it.

That’s exactly the point. showcase. :+1:

The point people are trying to make is, when you have a development team of 3-4 people, where is your time best spent.

Hahaha… that was a Hilarious movie… Very impressive, but hilarious nonetheless!

Pixolator has a great sense of rhythm. Working on the Mac release timing, too, i bet.

thanks for the update, Pixo :wink:

Yup! ;):+1:

Remember, its time for [i]<b>Art!</b>[/i]...

Considering the dynamics and ramification of it all, whether good or bad, that is moot…and nowhere near any point save presumptuous.

3 or 4 people…:roll_eyes: