ZBrushCentral

Transpose Master - rigging problem (pose deformations look strange)

Hello,

I’m encountering some problems with the posing of my character after using Transpose Master to rig it with zspheres.

I’ve redone the rigging a couple of times, each time with the same result. I’ve rigged a small part just for the example picture below.

Perhaps the problem is that my mesh is too dense. However I’ve used dynamesh and can’t use Reconstruct Subdiv.

I guess what I need is some way to “smooth” the area of the deformation. Now it is a sharp line. Is there a way to “feather” this, so to speak?

Any help would be appeciated.

Attachments

zbrush-rigging-issue.jpg

Hard to tell from your screen shot, no point count for the model shown. Looks like time to retopo with Decimation Master and ZRemesher and maybe with a ZSphere afterwards. http://docs.pixologic.com/user-guide/3d-modeling/topology/zsphere-topology/appended-zspheres/

Thanks for your answer.

Is it enough to just use decimation master?

The model is just for a paint over, it doesn’t have to be perfect.

Your model and needs, your call. Clone it and see what you need. To use ZSphere retopo you need <15K points. Modeling from low to high res so you have levels to return to is often helpful. You may be able to just add more zspheres to your rig to control the mesh. How bad is the lag when trying to pose?

I’ve tried to decimate the model, but then it becomes this mess when trying to pose.

I guess retopo is the only way, unfortunately I don’t have time to do that. I’ll have to find some other way.

Thanks for the response though.

Attachments

zbrush-rigging-issue-2.jpg

Decimate then ZRemesh. Reproject your details from the original model, attach to rig and pose. Is it one mesh or made of subtools? How many points? Maybe building a rig then using the rigging panel would work better. Be sure to have spheres to move and control the mesh where problems are occurring.

Yes, the Zremesh solution worked.

Also - I did not know about Zremesh. Mind officially blown.

Thanks for the great product and service.

Yes, Doug’s solution is the best. In your first picture the problem is that the mesh is too dense at the lowest level, so the zsphere rig doesn’t perform well. In your second picture, after decimation, the problem is that the zsphere rig cannot handle a lot of triangles.

It’s awesome that I can keep my sloppy dynamesh workflow and then just create a near perfect topology with one click.

The only thing that I can’t get to work as well as I’d hope is the rigging of fingers, they kind of bend banana-style, or get deformed when the rest of the arm gets a lot of pose work done to it. But that’s just a matter of trial and error, so far zspheres are pretty convenient as a rigging system.

ZRemesher is a very good 1 click solution for retopology, but, as you say, “near perfect”. Sometimes ZRemesher will produce spirals in certain areas instead of concentric loops. This might be why you are getting the “banana” effect. See this thread regarding spiral loops and make sure to check Cryrid’s suggestion in post #7.

Excerpted from the docs>on this page>" but remember that DynaMesh is for designing during the beginning stages of a sculpt rather than once serious detailing has begun. "
Fingers sound like detail to me, some people might say fingernails while others would say pore level grunge. :wink: