How in the world did you figure this out?
As we all do, I suppose, thinking, try and error.:lol:
Hidden-secrets-tut is again updated with first impressions of possible surface-rigging with high-poly-versions of your model. (So far only low-poly was known as possible).
I am thinking in a sort of Rigging and Topology WIZARD that can get you through the differents steps or the different options you can do with these wonderful tools
Is possible, to make a Macro the ask you to select the appropiate model or tool depending what you want to do?
Let run this idea…
Andreseloy
btw: i love this version
Good idea, Andreseloy.
A Wizard as a plugin should be possible.
Any experienced ZBrush-plugin-programmers here ?
I think in the moment we discover some possibilitys of the topology-feature that even Pixologic might not have thought that this is a way to use it.:lol:
Hold on, guys, It seems that I found the solution to our problem that we had so far with topology-rigging.:eek:
No ghost meshes, a micro-zsphere-rigg quickly to set-up and so far no crash when I bind it to the high-poly-model.
Cross fingers that I can repeat it several tiimes without crashes, then I will post the way here and in my Hidden-secrets-Tut.
Yesss, it’s stable and solves most problems.
Easy Rigging of all Detail-Levels with Topology-Riggs
Do this:
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Load your desired mesh-model in the subd-poly-level you want to pose (also the highest levels are possible
) and perform all steps to create a ‘Convert to main’, draw your topology roughly as a rigg-layout (that means place all points that way that it looks like the rigg you desire to use later).
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After having created the ‘Convert to Main’ (means after unpressing the ‘Edit topology’-button), leave the mesh-model as the selected rigg.
If you now would simply press the ‘Bind’-button in the rigging-panel, ZB3 would either crash as usual or if you had luck (wich I had so far only once), you could ‘only’ use it as a surface-rigg , but not for the entire model.
So now comes the essential step:
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Activate ‘MOVE’ and move all parts of your ‘Convert to main’-‘Pre’-Rigg inside the borders of your mesh-model.
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Now press ‘Bind’ in the rigging-panel and enjoy a propper posing of your mesh.
No ghost-mesh, no clones, simply joy.
Of course you can work with clones of different subd-Levels to avoid changes on your master-mesh, simply unpress ‘Bind’ and select another Subd-level-clone.
I haven’t tried it yet, but maybe this kind of rigg could work with totally different mesh-models, even those on which it wasn’t created.
Will check this also out.
A detailed step-by step with pictures will follow in a few hours in the Hidden-secret-tutorial. Watch out for the update.
As I say, this works also with the high-poly-levels, but deppending on your computer-power posing in high-level is a little bit tricky because of the delay between your command and the displayed result.
Some rest-problems with unwanted area-affektion while posing should be solved by scaling the microzspheres or so. I have to check this.
Posing in ZBrush has never been so simple and easy to control.
Attachments
yes, i have get same results after move because the yellow mesh dotn allow me to work!
Wait for the tutorial:D
Andreseloy
Rastaman, if that works you are a genious. Awaiting your tutorial with excitement. If it’s a working technique, then I want to ask you to send the tutorial in a wordfile as well, or just in a post. I will then transfer it to a the main post, so people can see the workflow right away. (after that, they ofcourse can still download the tutorial)
!
edit: and please explain the convert to main steps as well, I haven’t understood convert to main much…
Allright, Plakkie.
And yes, on my system it works so long fine and stable, beside it seems not to be a good idea to use the ‘Undo’-function when you pose.
Then the rigg looses mostly the mesh and ZBrush jumps again after some more clicks into nirwana.
Guys- Nice to see everything going strong, be props to Plakkie, Rastaman, and Dargelos.
Rastaman- The model I used for superaverage man for those last pics with the kick type pose is a high poly mesh of subdivions 6 could of went 7 but figured it was enough. Basically I after adding more zspheres in edit-draw mode to the model Dargelos upload, in adaptive skin menu I just raised the density to 6 what would be effectively subdivision 6 basically. Then using the rig with more joints, rotating bone first then tweaking the actual rotate of the zspheres helped get decent mesh deformations.
Did try to figure if I could use another rig for another model but the approach I was on was to time consuming. Going to play with your approach using convert to main later. Keep up the great works everyone!!
This place is so good to learn new things and and working together makes us improve very fast. Rasta is the master jeje… well done again.
I tried your new method and I think it can be usefull… Maybe if you are tricky making the rig you can pose and and make the muscles resize properly at the same time… so it would get a very natural posing… I also thought that maybe it wouldnt be necesary to MOVE the rig points if you smooth or deinflat or simple scale the model a little bit and then select the original model in rigging so the rigg will be inside… I already tried this but i was so lazy and only put some zspheres before i tried the rigging…
Here is the first version of the new rigging-tutorial.
Because i am still working on that and just wanted to have a fix place to refer to in my other Tutorials, it’s released not completey finished.
I will update it soon.
EDIT 27.5.07: Updated
EDIT 27.5.07: Updated
You find my Tutorials here:
http://www.zbrushcentral.com/zbc/showthread.php?p=360566#post360566
Thanks very much Rastaman, is a great contribution!
Andreseloy
The problem posing under the arms…I think the mesh is afected by the closest zphere so even if its in the arm it is very close to the body mesh… resizing the zsphere it might be an option but adding a zsphere just there in the lower armpit and dont move it is easy… I did this to pose the soldier because it has the arms down…
Its nice to see how fast the improvements are moving along. Working on projects right now so won’t have any time until this evening and tomorrow evening maybe to play… otherwise monday gah.
Plakkie- Yeah feel free to use whatever pics/models/info its all good.
Rastaman, Dargelos, Plakkie keep it up.
Rastaman/Andreseloy- Looking good buds, thats the new method eh. Basically the Zsphere rig was converted to main in topology mode? I’ve not read the tut yet so just guessing from the comments Rastaman made earlier. Will have to look it over, is the new rig as similar flexible and in methodology to move as the zsphere rig?
The big questions I’m hoping a solution arises is to find a rig method and will work well and easily for a high poly previously sculpted mesh without hogging a ton of resources. At any rate things appear to be moving along fast!!
You good folks and you’re easy to follow tutorial ways are a blessing. Thank you.
How is this different than simply “DRAWING” a Zsphere armature? Then select your mesh in rigging, and choose bind? Why all the extra steps? This works fine for posing.
Ahh, okay, I think I grock. Using the base mesh as a guide, it’s easier to place the zspheres for the fingers/toes.
In the zip are the zscript and the snake used to it, put both in the same place.
Work fine, i made a test.
Andreseloy
That’s exactly the goal, Crusoe.
You can do with this method a very complex Rigging-setup within a few seconds without tons of draging out Baby-ZSpheres from a mother, resizing them when you had accidently made them too big etc.
Simply draw it on your model, a little move, all in all a thing within seconds even in very small and complex structures.
I definetly think both methods (this and the ‘normal’ way) have special advantages in special cases, and maybe this new way is not the best for everybody, but give it a try.
And if I am right, you can do a few things more with that than with the usual rigg. I am still checking this.
Watch out for updates.