ZBrushCentral

Using Numerical values for editing in zBrush

If I am moving or rotating something, is there some place that I can put in a numerical value, instead of eye-balling it and moving my mouse?

In other words, suppose I have a zSphere chain that represents an arm. I want to bend the arm in a 90 degree angle. Instead of moving the arm joint until it looks right, I would like to move the joint on an axis 90 degrees. Is there someway to do that?

Also, if I have a zTool, and I want to create it a certain size, is there some way to do that numerically? (To be precise…) Suppose I have zTools which correspond with chess pieces. I want to place them all on a document so it looks like a game is in progress. I want each piece to be the same size.

Trying to draw them all using my mouse is almost impossible. Is there some way I can draw them to a given size so all of the pieces are the same? (The pawns for example)…

I’ve looked through all of the menus and searched the help files… but I don’t see it (unless I am searching for the wrong term.)

Tool:Deformation
also for sizing, make a dummy object out of a cube that is the size/height you want, then just append your piece as a subtool and size it up to the cube.

When drawing objects on the canvas you can use Transform>Info to position, scale and rotate them numerically.

Another handy trick in the chess pieces example would be to place a marker for the first one. Then click that marker to draw each new piece. Its scale will match the first, so then you only have to position it.

Although with Z3 I would still add all the pieces to the board as subtools. Then you can use perspective to draw the whole board on the canvas in one shot and have it look great.

Spaceboy & Aurrick: That’s really helpful, thanks!

Hey, a follow-up question… suppose I was doing a mob scene that had 30 detailed characters in it.

Is there a tutorial somewhere that shows that? I would imagine that performance becomes an issue there…

So, how is it best to work? Each charcater is a subtool off of a main reference mesh, like a tree or something? And only add them all to the document at the end? Or what?

I am assuming that a hidden subtool does not adversely effect performance… is that right?