ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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258 chapter 7 ■ Transpose, ZSphere Rigging, Retopology, and Mesh Extraction


ZSphere Rigging


In addition to Transpose, ZBrush has a second method to pose your characters. ZSphere
rigging allows you to create a ZSphere skeleton inside your ZTool and then bind the
joints similarly to the rigging systems in 3ds Max and Maya. This has many benefits over
Transpose posing; the rig remains in place so you can continue to rotate
the joints at the same fixed points and the binding method can be more
effective for areas like shoulders and hips. Not only does ZSphere rigging
allow you to pose your character using an inverse kinematics (IK) bone
rig, but you can also animate your character with the timeline. For these
reasons, ZSphere rigging is a valuable tool to master. In this section, you
will rig a biped character using ZSphere.


  1. Load the DemoSoldier ZTool from the Lightbox → ZTool menu.
    Make sure the body is the active subtool.

  2. From the Tool menu select a ZSphere. It should appear on the cen-
    ter of the canvas in Edit mode. If not, draw the ZSphere and press
    T to enter Edit mode.

  3. Click Tool → Rigging → Select Mesh and select the DemoSoldier
    body from the Tool menu. You will now see your ZSphere in the
    center of the soldier’s body. The body will display in Transparent
    mode (Figure 7.75).

  4. Make sure X Symmetry is on by pressing the X key. Using the same
    ZSphere techniques discussed in Chapter 6, “ZSpheres,” draw a skel-
    eton made of ZSpheres inside your character (Figure 7.76). You will
    bind this skeleton to the mesh, which means you will link the position
    of the skeleton joints to the position of the joints on the mesh so that
    posing the ZSphere chain will affect the high-res mesh.


Figure 7.75 The DemoSoldier ready for a ZSphere rig

Figure 7.74 Many of this character’s
accessories were built in ZBrush
using the Topology tools.

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