ZBrushCentral

move topological

After ages of using topological auto masking with the move brush - I today discovered that the until now mysterious ‘move topological’ brush replicates that exact same behaviour…

or does it…

Is there anything else I need (or we need) to be aware of; any advantage to using that actual brush instead of the generic auto masking option…?

thanks

j

Same exact brush.
Masking by polygroups in conjunction with the topo move brush is amazing btw.
Masking by polygroups also works with your transpose line as well.

ah right. thanks

I always find any polygroups I have to be much too messy to be of much use in that situation, tho I imagine it could be useful for hard surface type meshes with separate ‘bits’ - if I can just take the time to get my poly groups in order it’d save a lot of masking/unmasking.

it doesn’t seem to give me good results as a ‘soft select’ tho - I’ve just tried move and transpose with a quick polygroup and the masking slider turned down a little to try and prevent that hard break. Perhaps I’d get better results if I have more than two major groups on a model?

Not sure exactly what you’re trying to achieve.
But yes, it works great for hard surface stuff, belts, teeth, zippers, etc.

Not sure exactly what you’re trying to achieve.

well, say you have a finger or similar; I assume that if I have polygroups set up properly on the joints etc. I could drag the transpose line out over the joint and ‘child’ appendages and move just them without having to mask out the rest of the model. I haven’t tried exactly this, but from what experience I have of it there seem a number of stumbling blocks;

  • polygroups need to be deathly accurate around the area you’re working on, otherwise you get undesirable or uneven deformation (similar to if you don’t get a mask bang on)

  • break between polygroups is very sharp, often causing shearing around the boundary edge (similar to if you used a sharp mask when transposing)

  • turning down the ‘mask by polygroups’ slider I think gives some latitude to the number of groups affected, or the falloff of the translation (though I can’t quite work out whats happening) But going back to our finger - if I turn down the slider to give the rotate line some leeway and stop the sharp break on the knuckle, the whole mesh moves on both sides of the line, as if there were no making applied at all (which of course there isn’t in the truest sense)

I may be missing the point here - but it seems a bit fiddly and doesn’t yield consistent results. But as I’ve said, it’s not something I’ve really looked into. Maybe if I understood exactly what is achievable with this I’d know how to go about it…