ZBrushCentral

taper deformation

another nagging question:
I’ve noticed that the Taper deformation works different on the Y axis than on the other two. on the other two (x & z) it actualy tapers one of the object’s fases, while on the Y axis it’s influance is similar to the Flatten deformation.

I also must say that, in general, the deformation palette seems to me very disordered and I think it could be good if it was more methodical and coherent.
…or is it just me? :eek:

Quite suprising! I’d never noticed that until now. :confused:

As to the overall organization of the Deformation sub-palette, it actually is quite different from the original. If I remember correctly, a former member here named CDEdwards, who was captured by a robot, suggested the basic setup.
Aside from this one bit of strangeness, I’ve never noticed any other problems with it.

(But what do you bet that Pix or Aurick steps in with an explanation of this? :wink: )

They not only have different effects by (affecting) different axes, but also the position of the object in relation to the object window, ie rotate and placement has the greater effect on influencing the deformation.

It’s a little confusing to work with, I say for me it’s like working blind. You never quite know what you’re gonna get and can’t quite learn what exactly you’re doing.

If there was a tutorial explaining to me how to get the most out of working with deformations I think it would help a lot. :slight_smile:

The deformation menu ALWAYS works in relation to the Tool>Modifiers>Preview window’s XYZ coordinates. These coordinates never change, regardless of how the model is rotated within the window.

This actually gives tremendous control over your deformations, just as soon as you understand that principle. In fact, it frees you up from having to remember what the object’s XYZ coordinates are – simply rotate the object so that it sits a certain way in the window, and then apply your deformation.

If you want to keep the object’s XYZ coordinates aligned with the preview window, you can start a rotation and then hold down the Shift key when you get close to the orientation you want. The object will then snap so that it’s squared off at 90 degree angles with the preview window.

You can also Store the current orientation, and Restore to it at any point after that. (The default Restore is to the starting orientation.).

I don’t know what the deal is with the way the deformation behaves along the Y axis, but can probably find out for you.

well, I’m still waiting to the conclusions about the mysterious Y axis in the Taper deformation… :eek: :eek: :eek:

ku-ku :eek: :eek:

This is probably just a mistake. Until it is fixed, ust use the preview window as Aurick discribes to change what the X or Z will deform. :slight_smile:

I’ve noticed that in the new 1.55b this mystery still exist… as you can see below:

Hi,
I’m curious to know: has this bug got fixed in ZBrush 2?
(I really dont know why it bothers me so much…:p)