ZBrushCentral

Questions and Troubleshooting for Transpose Master

I have the same problem of Svengali abaout masking… but I resolved this using a lot of Mask Selection with Lasso Tool and CTRL & CTRL+ALT (using this multiple time on the vertex masked…)

However I have the same problem explained by Harmonic… my subtool are all polymesh… but I used a lot of “SCALE” working in the original HighPoly (this before using the zPlugin and in other session of zBrush)… I hope this could be a hint!

Folks,

I’ve played a bit with it recently. One thing I noticed is when I extracted the folders from the zip file, Winzip extract on xp it put a extra folder with everything in it and I had to just move everything out of that folder for it to work properly in the zstartup/zplugs folders.

As far as masking, along with the marquee & lasso tool available I found for myself that when you use regular traspose masking and just click it on a vertice while holding ctrl it usually will select just that “mesh” your on and mask the other subtools nicely, i had point selection enabled though not sure that helps in that instance or not. Also everytime I wanted to reload my intermediate mesh, it would put the model in the pose I had made earlier then I’d have to hit Tposemesh again in order to get to the intermediate mesh. I am guessing that is how its supposed to work at any rate. If not then please be sure to let me know thanks much. I hope this lil bit helps anyone else out there.

Sven,

Many thanks, that is interesting. :slight_smile: TM doesn’t use any masking at all but we’re looking into this.

Kaizer-Soze and guti,

Thanks for your help and comments. We’re working on a solution to this issue.

AngelJ,

Thanks for your suggestions. On loading a TPoseMesh, if you want to continue working on the same pose, yes, that’s the best way to proceed.

Awsome pluggin marcus.
I still have some troubles to make it works, at the reconstrcution time…
I dont know if its a memory issue (zbrush crash), because my mesh is nasty complex.

So i decided to lower all subtool levels. During the reconstruction time, I had a mesh that blown up like a point order mismatch…
I dont have a screenshhot, becuase zbrush crash…
I have to investigate again to see what could be the reason for this vesrtices explosion (happened on the staps…

test.jpg

[attach=78735]ZBrush_UsingTransposeMaster_poster.jpg[/attach]

<b>[:large_orange_diamond:small_orange_diamond:large_orange_diamond:Click here for the video tutorial:large_orange_diamond:small_orange_diamond:large_orange_diamond:](http://www.pixologic.com/blogs/ryan/2007/12/07/using-transpose-master/)

</b>I have created a video tutorial showcasing how you can <b>Transpose</b> a model with multiple parts.  

I have also included a low rez version of the boxer for you to use while learning to Transpose. :slight_smile:

Happy ZBrushing,

Ryan

Ps. Seb, I love that model! :slight_smile:

Ryan/Marcus or anyone,

One question with “hiding subtools” I find that at the begining after I got the intermediate mesh before I start posing whether in draw/move/rotate/scale mode I can use ctrl-z to remove a subtool like the boxers shorts or gloves and with shift-ctrl-z I can put em back on. However after I get going with posing, can’t use ctrl-z/shift-ctrl-z or you’ll undo/redo what you had done to your pose. So I know I can move the subtool away from the model and then shift-ctrl left mouse button to “hide” a tool just wasn’t sure if there was maybe some new way of “hiding” tools that I dont know about? Figure I’d best ask to be sure :wink:

Hello AngelJ,

That is not a new way to hide objects. When TM creates the TPose mesh it imports each part. those actions are still stored in the undo buffer. By pressing CTRL+Z at that early stage you are essentially undo’ing the import. I would avoid doing that. :slight_smile:

Ryan

Thanks much, will be sure NOT to do that anymore :lol: . I usually move a tool to one side of the screen while I am not using it, though after seeing your vid I’d figure I’d try hiding something since I had yet to try it. Seems to work doing some tests on the demo boxer now, though I did have a issue where I couldn’t unhide everything after I hid the shorts. I could either get the boxer/gloves or the shorts but not everything. Probably just overlooking something, any thoughts from on it from anyone would be appreciated. Until then I think i’ll just stick with moving items to the side until I need em.

AngelJ - to show all parts hold CTRL + SHIFT and press the left mouse button while your cursor is outside of your model. if you have a wacom just tap outside of the mesh.

if you hold CTRL + SHIFT and click and drag outside of the model then it will invert the visibility. :slight_smile:

r

Ah Ha, yep I was doing something silly. Kept shift-ctrl left mouse and drag, going between the green marquee lassoing and red marquee lassoing so was going back and forth between the meshes. Many thanks, all is now well for future playing!! :+1:small_orange_diamond:+1:

Has there been a work around for this issue?

Clubitz,

We are working on a fix for this issue but it is likely to take a few more days.

AngelJ,

The TPoseMesh is composed of groups that correspond to the original subtools. You can show these by pressing Shift+F and select a group by Ctrl+Shift+clicking on it (click on a vertex).

Marcus,

Really appreciate the info!! You guys are great, keep it coming! :+1: :+1:

Unzip the zip file to your ZBrush3\ZStartup\ZPlugs folder. if you put the files in the wrong folder, like I did zdata\zplugs you will get the message that ZFILEUTILS.DLL can not be found something like that. It is possable that janickbelley vbmenu_register(“postmenu_417974”, true); has done the same mistake as I did…:o
But now that it works, I’m verry happy with it…and i’ll try to post some work in the future:)

to reiterate my earlier post : is this viewed as an intermediate ’ patch ’ until the next or later release actually solves the problem of posing multiple subtools in a meaningful way ?

edit : i went on here to elaborate on my impression of the plugIn but i’ll hold that tirade off 'til i maybe get an answer to that above question

inverse catheter,

I’m not a party to what is planned for future releases so I can’t answer your question. Personally I don’t regard TM as a ‘patch’ but as a useful extension to ZBrush; however I appreciate that your opinion may be different.

Bear in mind that if your computer can handle posing combined meshes of very high poly counts then you’ve no need of subtools at all. You can work with a single mesh and use groups and mesh visibility options to work with multiple objects. For most people however, it is only by using subtools that they can get high poly counts at all, as subtools greatly extend the maximum mesh limit set by their systems.

I look forward to your thoughts on TM as all feedback is useful, though bear in mind that we are aware of the various issues mentioned in this thread and are working on solutions.

Thanks,

thanks for the reply marcus. let me say straight up that i don’t knock the technical achievement of this at all and certainly the capability ( when it works ) is better than nothing, but from a workflow perspective, as with so many aspects of zb, it’s a mess*. i believe that statement can be made well outside of subjective opinion. say i want to tweak the finger of a character that has a ring attached. i have to wait through the entire process of building and rebuilding each stage and in the end it might end in error anyway ? . . i’ll cut my rant short. EDIT **

i concede my ignorance of the underlying workings but it appears to be a scripted solution and as such is bound by certain limitations ??

**
maybe somebody at pixologic would like to chime in. are you planning or developing tech to allow subtools to be linked in some way ? this would be the unified ( meaningful ) solution which would span most if not all of the shortcomings that exist with them right now. this improved functionality would allow sculpting across multiple subtools. posing them with transpose. polypainting. ease of export of entire tool. or selected subtools etc

I have to totally agree with inverse catheter on this one it would be nice to sculpt across multiple subtools at a time maybe like how photoshop has different layers that can be displayed at the same time maybe zbrush can have the ability to have several subtools active the same time so sculpting would be more intuitive across multiple subtools. something like a feature where you can activate multiple subtools at the same time would save alot of hassle when sculpting across separate subtools it would offer a lot more freedom also in example would be be with this ability we could lock multiple subtools together say if you wanted to pose a head with the eyes you wouldn’t need to go through the long process of going to your lowest subdivision and combining all the meshes together. it would be far better just to be able switch on multiple subtools together and just pose which ones you want all together so they all move at the same time depending on which subtools are on and which ones are off and with the ability to have have 50 million polygons i don’t see why this couldn’t be integrated into zbrush some way. I see this transpose master as a first step to implementing this feature.
any feedback on this from the zbrush users?

inverse catheter and troy1617,

Whilst what you are suggesting would certainly be a great feature I think you need to think carefully about the implications from a performance perspective. Currently a single subtool can have up to the maximum mesh size that your system is capable of. That means that if you were to sculpt on two subtools simultaneously the mesh size could exceed your system’s capabilities, and just with two subtools.

Of course much of the time you might be sculpting well within those limits. But what should happen when you try something above those limits? A message saying ‘Sorry, you can’t do that.’ ? Such an arrangement would become frustrating very quickly.

As I mentioned earlier, if your system can handle combined meshes of the size you wish to sculpt then you’ve no need to use subtools. You can combine the subtools into a single mesh and sculpt away, using grouping and mesh visibility when you need to isolate individual parts. But implementing the sort of feature you are requesting, in a satisfactory manner, would mean lowering the mesh size limits for subtools and so removing a good bit of their advantage.

And troy1617, the 50 million polygon limit is a theoretical maximum. I don’t suppose, right now, there are too many systems that can handle that many polygons for sculpting.

HTH,

First like to say thanks for all the effort put into this so far, it will be sweet when its finly tuned.

Just to add my report im getting the following issues.

  1. message “Interface item could not be found” half way through the process combining the sub tools. Some models get through the process, others do not.

  2. Alot of masking is needed to get sub tools to be hidden. I understand this is the way it curretly works, but its too easy to have a sub tool missed out from the mask.

Thanks.:+1: