This was such an incredibly helpful video! Thank you so much!! I ran through the process using Blender instead of Maya. If anyone happens to read this, the only part of the process that changed was once you import the mixamo fbx into blender, you need to scale it up to 100% and position it back to the center of the scene. The mesh vertex order remained the same as the master .obj and the uv’s remain intact. So instead of going through the transfer attributes process, you can just apply the pose, delete your master and export your posed mesh as an .obj. Otherwise the process was identical. Thank you again! So awesome.
thank you for the info- I'm trying to do it in blender as there seemed to be an issue in maya. But having a hard time applying the pose as you mentioned- is there a specific tab I should be looking for?
@@browniedjhs Sorry, only saw this now. I've gotten hung up on it a few times, but the easiest way I've found is to import your fbx, scale it to 1, then run through your animation keyframe to the desired pose. Once you're on the keyframe you want, click on each individual mesh of your character, click the modifier tab. You should see an armature modifier, just hit "Apply". You'll need to do this for each piece of your mesh (Each Subtool). Then when you've Applied the modifier to each piece, click on the armature in the viewport and just delete with "X'. Now if you hit play on your animation, your character should just remain in the pose you selected. Hope that helps!
Thanks for this absolutely brilliant technique to modify meshes (not topology) outside of ZBrush while maintaining vertex order... this missing link will open up a lot of possibilities for posing workflows.
It wont work for me, I imported my model from maya (cleaned up) to TPOSE tool on top of the Tpose mesh created by Zbrush and yet it still says that "Select Tpose mesh". Unless I do anything to the original TPose model, it wont copy back to the original model. I am a little bit confused now.
Soo quick and soo informative, please do a video on how to know abd check the character we're making is balanced and well proportionate , please . Im training my eyes to get better but I don't know if I'm doing it right .
Thanks for this video Matthew! It's a really good way of getting poses out quickly and then being able to refine and fine tune them. I'd used Mixamo before for messing around with the different animations but never thought to use it as a base for my poses and concepting etc. Big thanks again!
Awesome video and tips man! Great use of the transfer attributes functionality. Keep up the great content, I'll be keeping an eye out for more tricks and tutorials.
I don't have the Transpose Master. Z-brush 2020 .1.1 ??? Where is it. On the pixologic site it is not available to download. The only Plug I need and It's not available??? AWESOME TUTORIAL NEVERTHELESS!
When I return to zbrush with the posed obj mesh from maya , I did exactly as you said and then encountered error number -32 after pressing tpose-subt . Either with or without uv transfer
I want to pose some tpose nft characters (basically are all the same character with some changes betwen their copies) this gives me a clue on how to do it... THANKS!
Matthew its one of my best tutorial but is it possible that you can make a complete tutorial how the process you did...i read the step by step process...but I have a model with very dens mesh and lot of subtotal and I'm stuck into it...so wanna understand more in-depth and we have any error or problem how to deal with it... I really look forward, please
@@MatthewKeanartist I don't know how different the algorithms are between them mixamo & maya's , but they did do some original collaboration at some point on the auto-rigging
did you try using Blender to make poses with rigify? I found it much easier to make the pose you want but for some unknown reason, you can't import the model back into Zbrush without losing your subdivisions, do you know what the problem could be?
Hey Matthew, man, awesome tutorial! i learned so much and thx for showing me how to pose the characters this way! i never even thought of this and thought about manuall trying to sculpt the poses! do you also have an instagram acct? have a good one bro!
Hi Matthew, Thanks! But I can't figure out how to get the subtools to match the new pose, for example I have a hat, clothes and shoes on the model, but they are left in tpose
MAtthew This tutorial help me a lot, so did @Eric Lin and @Kevin Cobb, thank you guy! Anyway I went crazy with this feature. Shaper is sooo slow and maya did their work but zbrush still don't reveal tpose mesh at the end(2 on 3 go wrong). So the solution in my opinion is not to open uv after transpose master like in this video ua-cam.com/video/mUflysw5XhM/v-deo.html. My advice in this case could be: Open UVs later if you still work on zbrush in that pose(maybe for sculpt and print), otherwise if you don't need to work on zbrush but you will transfer to maya or blender to make a render or personal work : don't merge subtools normally or with transpose master but just export all visible subtools with normal FBX - import to mixamo rigging and import in software with subtool mesh separeted. HEre i'am to learn in both situation blender or maya so I accept any other solution or mistakes in the workflow i tried to simplify XD. Thanks for your time.:-)
I have to say, this isn't fast or easy. This requires 2 additional programs to learn. I could rip the joints apart in Zbrush, pose it, and re-sculpt the seams faster than this.
This was such an incredibly helpful video! Thank you so much!! I ran through the process using Blender instead of Maya. If anyone happens to read this, the only part of the process that changed was once you import the mixamo fbx into blender, you need to scale it up to 100% and position it back to the center of the scene. The mesh vertex order remained the same as the master .obj and the uv’s remain intact. So instead of going through the transfer attributes process, you can just apply the pose, delete your master and export your posed mesh as an .obj. Otherwise the process was identical. Thank you again! So awesome.
thank you for the info- I'm trying to do it in blender as there seemed to be an issue in maya. But having a hard time applying the pose as you mentioned- is there a specific tab I should be looking for?
@@browniedjhs Sorry, only saw this now. I've gotten hung up on it a few times, but the easiest way I've found is to import your fbx, scale it to 1, then run through your animation keyframe to the desired pose.
Once you're on the keyframe you want, click on each individual mesh of your character, click the modifier tab. You should see an armature modifier, just hit "Apply". You'll need to do this for each piece of your mesh (Each Subtool). Then when you've Applied the modifier to each piece, click on the armature in the viewport and just delete with "X'.
Now if you hit play on your animation, your character should just remain in the pose you selected.
Hope that helps!
Quarantine Batman is a true hero!! Super thanks for this!
You had me at Quarantine Batman. This is also a seriously genius workflow....seriously awesome.
Good to see you have not abandoned this channel! It'd be nice if you started uploading speed sculpts again, it's nice seeing you work!
I'll try and get one up soon!
Wow this is such an awesome workflow! Thanks for sharing!
Sooooo glad I came across this video, you just saved me so many hours during finals. Thank you man!!
The Quarantine Batman! Genius!
this is so helpfull. made a character for uni and was struggling to pose it with multiple subtools.
Thanks for this absolutely brilliant technique to modify meshes (not topology) outside of ZBrush while maintaining vertex order... this missing link will open up a lot of possibilities for posing workflows.
You're very welcome!
You're a hero dude! Thanks
Glad to help
Some one make a plugin to do this!! Amazing workflow, great tutorial, Thanks!
It wont work for me, I imported my model from maya (cleaned up) to TPOSE tool on top of the Tpose mesh created by Zbrush and yet it still says that "Select Tpose mesh". Unless I do anything to the original TPose model, it wont copy back to the original model. I am a little bit confused now.
Always a lot to learn here.
Soo quick and soo informative, please do a video on how to know abd check the character we're making is balanced and well proportionate , please . Im training my eyes to get better but I don't know if I'm doing it right .
QUARANTINE BATMAN
Thanks for this video Matthew! It's a really good way of getting poses out quickly and then being able to refine and fine tune them. I'd used Mixamo before for messing around with the different animations but never thought to use it as a base for my poses and concepting etc. Big thanks again!
Thank you for this pipeline, working and useful!)))
Glad it helped!
Thanks man! Really an useful video!
Exactly what i needed ! subscribed!
Awesome video and tips man! Great use of the transfer attributes functionality. Keep up the great content, I'll be keeping an eye out for more tricks and tutorials.
I'll try and upload again soon
Great contribution. Great tutorial. You have my like. Thank you so much. Greetings
That "censored" made me laugh. Thanks for the awesome video, realy nice workflow!
Glad you liked it!
A super quick auto rigger like advanced skeleton works great in maya too to quickly pose a character
Absolutely! Same technique for getting it back in zbrush
Oh amazing, thanks Matthew.
Thank you
I don't have the Transpose Master. Z-brush 2020 .1.1 ??? Where is it. On the pixologic site it is not available to download. The only Plug I need and It's not available??? AWESOME TUTORIAL NEVERTHELESS!
Thank you for this pipeline, working and useful! 5*
good idea, thanks!!
Really useful tutorial!! Thanks a lot!!!!!
When I return to zbrush with the posed obj mesh from maya , I did exactly as you said and then encountered error number -32 after pressing tpose-subt . Either with or without uv transfer
Can you make a video on how to project high poly mesh on low poly
It would be very useful for me
Thanks
I hope there's a rigging features in the future
When I saw this model, it reminds me of a goon of wh*reson junior in witcher 3 game. Thank you for the tutorial, Master :)
this is magic
thank you!
I want to pose some tpose nft characters (basically are all the same character with some changes betwen their copies) this gives me a clue on how to do it... THANKS!
Thanks a lot. Ive seen people doing a pose layer. How do we do that? each layer has a different pose
Matthew its one of my best tutorial but is it possible that you can make a complete tutorial how the process you did...i read the step by step process...but I have a model with very dens mesh and lot of subtotal and I'm stuck into it...so wanna understand more in-depth and we have any error or problem how to deal with it... I really look forward, please
Sir, if the 3D character has four hands and four eyes, then Mixamo does not work in that situation, so what should be done in that situation?
could I only pose a single limb instead of the whole body? I am trying to make a multi part 3d model.
awesome thank you
Awesome workflow. Have you tried using Maya's oneClick rigging for this, especially now that rokoko is included and has a ton of free mocap samples?
That's definitely an idea!
@@MatthewKeanartist I don't know how different the algorithms are between them mixamo & maya's , but they did do some original collaboration at some point on the auto-rigging
rokoko??
Great idea and it works! Easy setup and the free animations are perfect
did you try using Blender to make poses with rigify? I found it much easier to make the pose you want but for some unknown reason, you can't import the model back into Zbrush without losing your subdivisions, do you know what the problem could be?
Wow Thanks!!!
Здравствуй ! Могу я обратиться к тебе за консультацией по этому тутору?
No problem!
How can I do it using Blender 2.8??
One thing we learnt from this is that batman is Asian!
Hey Matthew, man, awesome tutorial! i learned so much and thx for showing me how to pose the characters this way! i never even thought of this and thought about manuall trying to sculpt the poses! do you also have an instagram acct? have a good one bro!
Can this be done with blender and auto rig pro,
When you export out the transpose mesh, are you doing the xport through the fbx export? or the tool export?
obj export
Hi Matthew, Thanks! But I can't figure out how to get the subtools to match the new pose, for example I have a hat, clothes and shoes on the model, but they are left in tpose
Please do this in blender. Or any other open source software.
Thanks.
You're welcome
MAtthew This tutorial help me a lot, so did @Eric Lin and @Kevin Cobb, thank you guy! Anyway I went crazy with this feature. Shaper is sooo slow and maya did their work but zbrush still don't reveal tpose mesh at the end(2 on 3 go wrong). So the solution in my opinion is not to open uv after transpose master like in this video ua-cam.com/video/mUflysw5XhM/v-deo.html. My advice in this case could be: Open UVs later if you still work on zbrush in that pose(maybe for sculpt and print), otherwise if you don't need to work on zbrush but you will transfer to maya or blender to make a render or personal work : don't merge subtools normally or with transpose master but just export all visible subtools with normal FBX - import to mixamo rigging and import in software with subtool mesh separeted. HEre i'am to learn in both situation blender or maya so I accept any other solution or mistakes in the workflow i tried to simplify XD. Thanks for your time.:-)
hi, i want to bake high poly to maya, how can i do?
genuis idea
Is it available in Android version?
I have to say, this isn't fast or easy. This requires 2 additional programs to learn. I could rip the joints apart in Zbrush, pose it, and re-sculpt the seams faster than this.
Does this work if you've got udims?
You'll potentially have to split your model by the udim to make it a clean transfer
@@MatthewKeanartist oh alright that makes sense. Thanks Matthew.
Max user anyone? Care to share your methods?