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Transpose Master Maya -> Zbrush - result mesh is deformed (TMaster messing up weights?)

I have a problem with using transpose master for rigging my model in maya. What the tool is supposed to make, is to enable you to pose low-poly model, and later on transfer all the high poly, higher subdivision details onto it.

I’ve already had a lot of problems using the tool, apparently the model is all messed up into jagged random polygons if you:

  • -add anything new to the model
  • -delete any of mesh parts while posing
  • -remove unused vertices, as zbrush suggests while you import it to the program after posing
  • -if you do not use EXACTLY the SAME transpose master tpose simplified mesh, if for example the program crashes and you make another tpose with transpose master of the same mesh, it just won’t work

In order to avoid all of this, I’ve took extra care not to mess anything up and make things properly. Jagged random polygons do not appear, however after importing the model from maya and hitting “transfer tpose” mesh it becomes bugged again -deformed in a way, like if the weight painting would not work properly. For example, one part of the model, sort of cloth near the leg is set to be under 100% influence of hips bone, to keep it all static for later manual editing. Yet after using Transpose Master, it follows the curve od the leg instead, just like if it was ignoring the properly set weights from maya.

Here are example screenshots about what I’m describing:
Properly posed mesh from maya: https://prnt.sc/YEPufLe0626r
The same mesh after hitting Transfer TPoseMesh: https://prnt.sc/q8UyliRGTkAw

I wasn’t able to find any useful information on that on the internet. I’ve seen some talk about Transpose Master bugging if you have one of your subtools partially hidden, but that’s not the case here.

I’ve also seen some talk about working around all sorts of problem in maya, by making a copy of your low poly TransposeMaster tpose mesh and loading it to maya, to later transfer attributes from your actually rigged and posed model into this copy - however no results in my case.

Maya "transfer attributes" doesn’t work here:
-it does not work easily, because my mesh in maya is split into like 15 different meshes and the zbrush tpose is automatically merging all of those model parts - multi selecting those for transfer / selecting one at a time does nothing and attributes are not transfered
-also, while I try to transfer attributes it takes literally an hour to process, just to see no results at all

So, it seems it’s a different sort of problems than jagged mesh I’ve mentioned earlier.

Whatever it is, it looks like if the weights would go crazy after trying to use Transpose Master to project high poly details back.

Any ideas what it might be and how to fix it? I’ve tested out different things and options and approaches for hours, no results.

Hello @Shafrazad

Yes, that is correct. In order to use Transpose Master both the topology and point order MUST remain identical. All Transpose Master really does is automate the process of importing meshes into the program to make use of the mesh update functionality. This functionality requires that the mesh be identical in point order.

Changing the topology of the TPose mesh with any tools that alter topology will probably break it. Changing the point order by importing and then exporting out of any program that has mesh point order “optimizations” options active in the import/export preferences will break it. Using any modelling features inside (like some of the Gizmo Deformers) or outside of ZBrush that alter the point order will break it.

Transpose Master is intended as a posing aid for tools with multiple subtools and subdivision levels for which the topology is stable. If you are still actively modeling and altering the topology of your mesh, it is not yet time for Transpose Master.

Further information can be found here:

http://docs.pixologic.com/user-guide/zbrush-plugins/transpose-master/

:slightly_smiling_face: