![]() ![]() That completes this section on ZSphere rigging and posing. See the DVD for the rigged demo mesh from this section.įigure 7.81 The posed mesh in low-res view This will create a new posed ZTool in the Tool menu. When you are happy with the posed mesh, you can create a new posed ZTool with all your subdivision levels by clicking Tool + Adaptive Skin + Make Adaptive Skin. This will cause the preview mesh to remember the high-res details once it’s posed.ĩ. While the high-res mesh is displayed, make a mark on it with a sculpting brush. Preview the mesh by pressing Shift and the Preview button at the same time. Set the Density slider under Tool + Adaptive Skin to the same number of subdivisions as the original ZTool. To make sure your posed mesh retains its high-res details, follow this procedure. Make a small mark anywhere on the preview mesh with one of the sculpting brushes.įigure 7.79 Extra ZSpheres in the torso help maintain the volume of the ribcage.įigure 7.80 From the side view, move the ZSphere joints into place. ![]() Click the Preview button while holding the Shift key and your high-res preview will appear. To do this, open the Tool ^ Adaptive Skin menu and set the Density slider to the same number of subdivisions as the original ZTool. Before we start posing, let’s make sure our posed mesh will transfer to the sculpted high-res subdivision levels. When Bind is lit, the mesh will be linked to the ZSphere skeleton and ready to pose. When the rig is completed you can test your bind by clicking the Bind button under Tool ^ Rigging. See the DVD for a video of this process in use.Ĩ. This is a much faster method of laying out the skeleton, but you will still need to move each joint into position from the side view. Move the root ZSphere to the pelvis and start clicking to add ZSphere joints. At the start of the process, after you have clicked Select Mesh under the Rigging menu and loaded the model into the ZSphere, turn off Transparency. There is an alternative method of adding ZSpheres to the rig. If any part of the bind is not working, simply click Bind again to turn it off and reposition your ZSpheres, or add new ones where necessary to improve the bind. The relative placement of the spheres to the mesh helps determine how the mesh bind is executed. You may need to adjust ZSphere placement as you test the rig. Use the Move tool to shift the ZSpheres to fit inside the mesh from all sides (Figure 7.80). These spheres will help capture the vertices of the chest and keep them from being assigned to the joints of the arm, causing the torso to deform when the arms move (Figure 7.79).ħ. To resolve this, add ZSpheres for the ribcage. This is a problem since it means the torso will deform when the arms are moved. This means that the shoulder sphere can potentially be assigned the vertices of the chest and ribcage. As you move each ZSphere joint, the vertices around it move relative to the position of the ZSphere. ![]() This will help capture the vertices of the lower jaw, keeping the face from deforming when the neck is rotated (Figure 7.78)įigure 7.77 Add an extra ZSphere in the shoulder for the clavicle.įigure 7.78 Extra ZSpheres in the head can help it maintain its shape while the neck is rotated.Ħ. You may also need to add a Zsphere branch off the neck toward the chin. This extra ZSphere will help take the place of the clavicles, making it easier to relax and raise the shoulders. Each ZSphere you add will be a joint in the final rig. In the shoulder area, add an extra ZSphere (Figure 7.77). When you are building the ZSphere rig, there are some things you can do to get a better bind. Make sure X Symmetry is on by pressing the X key.įigure 7.75 The DemoSoldier ready for a ZSphere rigįigure 7.76 Create a ZSphere skeleton inside the mesh.ĥ. The body will display in Transparent mode (Figure 7.75).Ĥ. You will now see your ZSphere in the center of the soldier’s body. Click Tool Rigging Select Mesh and select the DemoSoldier body from the Tool menu. ![]() If not, draw the ZSphere and press T to enter Edit mode.ģ. It should appear on the center of the canvas in Edit mode. ![]()
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