ZBrushCentral

Posable Symmetry + UV?

That’s certainly an ideal approach. But you can only do that if you know that what you are coding will work, which pretty much crushes innovation. When I’m zscripting there are things I want to do but I only know that they’re possible when I’ve successfully coded them. Also, sometimes it is only after you have implemented something that you see that it would be better done a different way. That throws the documentation out of the window.

Hello. The issue you are experiencing is because the model is symmetricall in more than one axis. If you add an edge loop symmetrically across one axis you will be in great shape. :slight_smile:

Ryan

Hi ryan,

My character is a human female with breasts. The only direction it’s sym is across the x. There’s no way of symmetry on this model in the z ( ie breasts point forward in Z+ and no breasts on her back for sure ), and definitely not symmetrical on the Y axis ( where one end is a head and the other end are a pair of legs ).

But still i’m only getting something like 48% symmetry on it after calculation.

Mark Soon

Correct. Heres also a test so you can understand it better make a small zsphere model start out with the root and before you add any other zspheres goto transform turn x sym on (of course) and also change the xyz resolution to 1.

Make the guy (just a stick guy with maybe a two finger hand. and make it a poly mesh.

turn on poseable sym

walla perfect sym

Now repeat this process with a resolution of 0
make polymesh
Walla crap

Lesson on the day um well dont go roller skating with scissors?

heres a picture those always help;)

goodbad.jpg

Hello Mark,

UVs are not a factor in Poseable Symmetry but if you post images or the model I can look at it from there. :slight_smile:

If you load the DemoSoldier you will see that it has not UVs but gets 100% poseable symmetry.

I can only assume that you have a triangle in there that was not converted to quads symmetrically. When importing a model with triangles in it, ZBrush 3.1 will now prompt you to convert to quads via the ZBrush 2 way or symmetrically.

ZBrush 2 never had to worry about symmetry across axis. If this was not done, you will notice that the edges are not flowing symmetrically and it is there your problem lies.

Hope that helps.

Ryan

The second stickfigure has a couple of quads that span the centerline, without a seam down the center. This seems to break the symmetry calcs, even though the fig IS symmetrical. Looks like it needs to be more robust,

well whats more important is the there is a line that goes from left to right arm as a edge loop. (edgeloop a undisturbed line of polys flowing in a direction)
Now if it was a woman character knowing this I would probally focus on putting the edge loop in the back from pinky to pink less you disturb the front and we all know that could go wrong.
Here Ill bust out a better example

Here is a indestructable character example.
I order for poseable sym not to work on this character you would have to delete ALL 4 red lines.

So you can even add the edge loop from foot to foot, top of hand to top of hand,

goodbadsym2.jpg

I have included the character in a zip also
Ill see if i can make a multi mesh example

example of a multi mesh object

So here is stick guy with his stylish arm pad.

With 96% poseable sym;)

goodbadsym3.jpg

also with a zip file

This thread has been incredibly helpful. I have been struggling to get posable symmetry on about 85% of my models.

Even ones that started symmetrical or worse, as symmetrical zsphere models
were a no go.

Thanks everyone. Love this community! I do have to agree with the comments about getting better docs from the start. It’s cool that everyone rallies but it shouldn’t be the only way for use to learn the tool.