ZBrushCentral

Transpose destroys model

Hi all,

I have a model that is created in Maya (all quads) and detailed in ZBrush.
I want to transpose the legs and upper body and I do this on level 3 out of 6 for best performance and quality. However when I switch to another level after the transpose a few vertices on each foot fly off into space, and it seems more or less impossible to move them back into place.

Has anyone experienced this problem before and know what to do to avoid it or to fix it afterwards?

Thanks in advance.

Cheers,
Claus

Try hitting Unify in your deformation pallet. There may be a scaling issue on your tool. Once you unify, then try transpose again.

Hi Dustin,

Thank you for your fast reply, and sorry for my very late answer. I have been away from zBrush for quit some time, but now I’m back and have had time to try out your suggestion.
You are absolutely right. Hitting the unify button solves the problem with the vertices that were flying off before. But the problem with unify is that it scales my model down to a 1/10 of the original size, which means that it no longer fits with the rest of the model parts, and when reimported into Maya it is equally small. Is there a way to fix this problem? And why does it scale my model at all?

I hope you can help me out, and I promise to answer faster this time :slight_smile:

Cheers,
Claus

I don’t know if this will work, but here is something you can try. Use the Transpose Master plug-in’s T-Pose button to temporarily merge all of your subtools, then hit Deformations>Unity so that your entire ZTool gets unified at the same time. Then get out of T-Pose mode to get your subtools back. It might not work, but that’s the first thing I would try. Theoretically it should go through each subtool individually and make the appropriate Unity transformations so that the end result is what you’re after.

I know for a fact that unifying each subtool individually doesn’t work well. Your subtools won’t line up properly if you do that.

But why does the unify tool scale my model down to a 1/10 of the original size? This way it no longer matches the size of the original model exported from Maya, neither is it centered in the scene anymore.

If I import the original model from Maya into zBrush and hit the unify button as the first thing, it does not scale the model down. What could have happened during my sculpting in zBrush that would suddenly cause it to scale my model down?

Good question. To be honest, clausk, all I know is that ZBrush doesn’t have a real world units system. That tells me that scale is subjective in ZBrush. Sometimes during the sculpting process, things can go haywire, and when they do that Unify button is usually the first place I go because I’ve seen it recommended so many times by so many others. Why it fixes it, or what caused the problem to begin with are beyond me.

Don’t hit Unify if you have any of those single vertex spikes sticking out. Those spikes throw off the “bounding box” for your ZTool and in that case Unify will make your model way too small.