ZBrushCentral

Transposing subtool with layers = fail?

Is there any way to transpose a subtool with layers and keep the layers intact? I have tried every way I could possibly think of; turning off the layers then transposing, leaving them on, adding another layer and transposing in that layer. Nothing seems to work, the modelling info in the layer always ends up distorted. Bake the layers and then transpose, and everything works as expected. But then I lose my layers!:mad:

I’m getting fed up with layers, they seem to cause more problems than they solve.

So Pixologic, what is the proper way to transpose a tool with layers? Or is that not possible? Do I need to show an example, or is this a known bug, or working as intended?

When you say Transposing, what are you doing? And which version of ZBrush are you using?

I’m using 4r3.

I’ve made an insect leg that I’m trying to copy over to the other legs, so I’m duplicating the subtool, then moving and rotating them slightly with the transpose tool.

If you are simply moving or rotating then there shouldn’t be a problem. If you’re changing the number of polygons then that would account for the layers being lost.

But my layers are not being lost, they are being slightly distorted by the transpose. I was saying I have to bake the layers for it to work.

I wonder, would scale have anything to do with it? I had to scale down the model in order to apply surface noise, since noise doesn’t tile well when the model is larger than 1 unit.

Scale might be the problem. Depending on how many layers you have, you might be able to export each (use the GoZ format) and then re-import into new layers. But back up and test first!

Ok, thanks marcus. I’m going to try to scale everything up and see if that works, it’s too many layers to try to export/import.

The scale doesn’t seem to have an effect.

I have this same problem, layers sometimes don’t follow the transposed mesh either partially or entirely, apparently they are still being calculated based on the original pose, still some parts do adjust correctly, so I don’t know what’s going on. Any fixes for this? As it is now I’m relying on luck, as I have no idea which sculpt details will follow the transposition correctly and which won’t.

bump

Anybody find a resolution to this yet? I have encountered this problem a few versions back. Frankly, out of ideas here.

From my end, the project goals entail:

-Saving out facial expression targets and tertiary detailing on their toggle-able layering system.

-Saving out new POSES on the toggle-able layering system as well. These poses are being introduced through a Goz link between Zbrush and a specially constructed character rig in 3ds Max 2014.

-Turning on facial expression targets and detailing ‘as needed’, and to have them work with the posing layers.

Yet when I turn on my facial expression layers again, they almost completely warp out. It appears the further a mesh point strays from its original static posed location, the worse the problem gets.

Hey Pencil_Whipped,
What version are you on? I just tried a really quick test and it seems to work on 4r6.