Hi, I’m hoping someone can help me out with this one.
What I’m trying to do is create a rigged generic human character in XSI (7.5) using the Man Maker feature, and then bringing the body geometry into ZBrush (via GoZ), altering the geometry (modifying shape a bit, adding details, but keeping the same basic biped shape) in order to create a specific character/biped creature, then bringing that edited version back into XSI onto the rig.
The reason… I want to create rigged characters, but my rigging skills are hardly great (…I understand the concepts, and can do it, but I’m seriously lacking in the details and fine tuning), and since the Man Maker feature easily creates a fully rigged character (that I know is done properly), it would be great if I could then just modify the shell geometry from there, and have nicely detailed, custom characters.
So, first of all, here’s where I’m at…
Creating the character via Man Maker works fine. Importing the shell geometry into ZBrush via GoZ works fine. Modeling in ZBrush works fine. Exporting back to XSI works fine… except the shell geometry appears to be detached from the rig.
I’ve tinkered around wtih it (with what I do know about rigs, etc), and managed to attach it (whether rightly or wrongly) via the Set Envelope menu item. But, it didn’t appear to be quite right. Of my several attempts (each trying different things), I generally had a rig that SEEMED to work (generally), but the eyes would not move with the head, or the eyes would move with the head, but not move via the eye control of the rig, or parts of the face would not move with the rest of the head (when moved via the rig).
So, I figure maybe it’s a point weight/assignment issue?
Manually configuring/editing the various points to various weights and deformers is a little beyond me (although I understand it conceptually, and want to eventually be skilled enought to do that sort of ‘under the hood’ type of modification).
As far as the eye thing goes, I wasn’t sure if the physical eye objects should be parented to the ‘skull’ of the IK rig, or the shell geometry of the body. (Neither seemed to work exactly right). Then again, what also seems to be happening is that the chin and forehead (of the shell geometry) are not moving in unison, and kind of end up stretching the head a bit when you tilt it back… so, maybe the chin is getting partially influenced by some other deformer in the IK rig…)
So, I’m kind of hoping someone might be able to tell me the steps needed to remedy this, and re-attach the geometry to the rig after bringing it back from ZBrush.
A few other questions, too:
-Is that normal for the geometry to get separated when you move it into ZBrush, then back again (…I would have thought that it would simply swap the old with the new, keeping the rig linked when you bring in the modified version into XSI)?
-Is there something I can do before the export to ZBrush to remedy that separation?
-Is there some other workflow I could/should use (in order to modify the body geometry of a rigged character using ZBrush?
-Do I have to keep the imported body geometry the same resolution, or can I subdivide it in ZBrush? (I figure that might result in (the new) points not being assigned to any bones/deformers in the rig)
-Can I subdivide in ZBrush if I export the low (orginal) res mesh, and add the detail (in XSI) via bump/displacement maps generated in ZBrush using the subdivided version I create in ZBrush?
-I get the impression that even if I re-attach the imported (modified) geometry from ZBrush onto the rig, the point assignments and weights might not be correct (or matching those created when the envelope was initially made with Man Maker. Is that the case?
I know one solution would be to create the finished ZBrush shell geometry, and THEN rig it… but I’m not sure I’m up to doing that (…just not convinced I’d do it correctly, especially the weighting and finer details of the rig).
If anyone can guide me towards a solution, it would be greatly appreciated. I’ve been re-reading the books and watching online vids, but so far none have really addressed my issues specifically.
Cheers!