ZBrushCentral

Rigging PROBLEM/ISSUE

Hello, i am itlerion, new in forum and new in zbrush…

I have seing tutorials to RIG…ok i “know” the steps, the thing is that after making the squeleton with Zspheres and BIND, when i start moving… it is horrible the arms become like ringed slugs.

thing is, that suddelnly i remembered hearing, reading and watching that before all the process, the objects must be in their lowest level, however, as you see in the pic (i screwed it up because i had dynamesh activated during long time so… that is the result… to convert the dynamesh to a normal mesh, i had to remesh > project) my object at its lowest level … is not low at all… may that be the reason?.

In case it is, so, why when i activate the Transpose plugin, it “makes a low poly tool” again? that well… didnt changed a lot the original one.

So, which may the problem be?.. i must tell, i did the remesh of all subtools (5 in total) at 1024 resolution - 100 polish one by one… it deleted triangles as well, formed for the exaustive use of dynamesh (i am new, my bad).

Attachments

RiggProblem.jpg

RiggProblem2.jpg

use Zremesher to lower your tricount, reproject your details, then pose your model using your rig.

and how would th at be? the resolution… 256? and polish 25-50? well i gue ss i will have to test, but, i will ose details i guess too…

retropology wouldnt work here? : retropology my subtool and rig that new subtools?.

i ask, because with low resolution remesh, and then project… doesnt look pretty :s

Duplicate your mesh
zRemesh.
subD your mesh new mesh to a similar tricount as your old one
project your new mesh onto your old one.

pose your mesh.

THanks,i started making a retropoly to each subtool (i am in the first one yet :P) but i will try that too. :slight_smile:

Oh wait, whats difference between Zremesh and remesh all? :o

ZRemesher lowers the point count on an individual subtool rather than merging them. 2 entirely different things.

Hey!! thanks a lot, it worked. i did Zremesh and then did a fast rigging with traspose master:

RiggProblem3.jpg

That left nipple is a naughty one XD

Hi, i am having another “problem” … is not a BIG one, but just wondering WHY this is happening:

I put the shperes, then i put “bind mesh” to start moving it, ok lets say taht testing the movements i realize i have to add more spheres, so, i turn off the BIND, and the problem appears now: after turning OFF the BIND mesh option, the skeleton autopose back to the last possition i tried, i can add more spheres, but before that i have to manually put t he skeleton inside the mesh… so then i can bind again and te st poses again but, if i have to do t he process again (turn off BIND to add more spheres) i have to AGAIN manually back the skeleton to normal position, i put an image in which before turning off BIND, i CONTROL + Z the rigging back to 0, hopping it would help, but no, after turning off BIND, it backs to the last pose i tried.

why this happening?

any way… then can transpose normally, however this stuff is not practicall, is a problem? or is normal in the program?