Your videos are so valuable and timeless! I had forgotten how to do this, and a quick search turned up zero answers, then I checked with your channel, and voila! my problem was solved. I also truly appreciate that you chapter the content - it makes it so easy to go back and refresh my mind. I also had NO IDEA you could set hotkeys, this simple mention is a game changer for me and is yet another example of how packed with info your videos are. Thank you so much!
I was so hoping you'd do bite size chunked explanation videos of all these new features after I saw your bison scene trailer. And you did! Thank you so much for pumping these out so frequently and up to date!
I somewhat recently bought into ZBrush (end of last year) and needless to say: I still got a lot to learn. But yah.. this is a really exciting update and it's somewhat hard to imagine that this was provided for free. Thanks for an amazing tutorial, I learned something new!
Very simple but game changer I've been headache about subtool local orientation in ZBrush for a long time. Hope to see subtool duplicated linked in the near future.
so amzing work..and helpful that you explain every small tool in detail how to use . This is so helpful for beginners....thankyou so much man...keep helping us..❤🙌
Love this. Does this mean legit subtool transform (location, rotation, scale) attributes are coming (maybe even with subtool pivots)? Also maybe linked duplicates/instances?
You can find location under tool-geometry-position and scale under tool-geometry-scale 👌 While you can rotate by n degrees in tool-deformation-rotate, i don't know of a way to see the current rotation off the top of my head.
This stuff is cool, but it all seems like a roundabout way to solve the real problem: Zbrush doesn't actually have proper local axes symmetry. The local coordinates seem to just ignore local rotation which is stupid. If you rotate an object and move it, it should still have it's local symmetry useable i.e. where it perceives as X and Y and Z still intact, I mean, it has it's own pivot controls and axes built into that. You should be able to just sculpt on something based on it's pivot orientation and local proportions. To this day I'm still not understanding why this hasn't been done years ago. Having to switch it back and forth is still clunky. It's better than what we currently have, but it's to me just a stopgap. If in the year 2030 I'm still doing this kinda clunky maneuvre, that's a fail. Computers should be better than this.
Is there a way to use this with more than one "eye" piece? Example, let's say your robot had 3 eyes in different positions but want to be able to use stager. Can stager have you work on one home piece while placing the target piece in different locations?
Hi - do you know if there's a way to copy the relative position/rotation of one staged subtool to another? I often find that after ive posed something, ill find I want to add a new subtool, and it would be really nice to accurately place it to the same rotation and position of existing stages subtools.
Hello Michael, thank you for the tutorial. For some reason when i reposition my target (after target stage is stored) and switch stage afterwards the home stage goes completely nuts. Is this a limitation that you can't reposition the target once stored or can you explain how to do this?
The only way I could get it to break on my end is if I turned off my target stage and made adjustments then turned it back on and pressed home stage, but storing a home stage, storing a target stage, then making adjustments in each respective stage seemed pretty stable on my end (but I'm sure I missed some edge cases)
I'm having the exact same problem. I've tried every combination I could think of, but every time I change the position or rotation at the Target stage and go back, the Home stage changes. Also, the Alpha>Make 3D appears to be broken? It was working just fine in 5.1, but now it seems to clip the darker grey values. Nevertheless, these are some awesome upgrades and I'm sure these issues will be sorted soon.
Been wanting this feature for YEARS!
Your videos are so valuable and timeless! I had forgotten how to do this, and a quick search turned up zero answers, then I checked with your channel, and voila! my problem was solved. I also truly appreciate that you chapter the content - it makes it so easy to go back and refresh my mind. I also had NO IDEA you could set hotkeys, this simple mention is a game changer for me and is yet another example of how packed with info your videos are. Thank you so much!
I was so hoping you'd do bite size chunked explanation videos of all these new features after I saw your bison scene trailer. And you did! Thank you so much for pumping these out so frequently and up to date!
I somewhat recently bought into ZBrush (end of last year) and needless to say: I still got a lot to learn. But yah.. this is a really exciting update and it's somewhat hard to imagine that this was provided for free. Thanks for an amazing tutorial, I learned something new!
Goodbye Layers, I don't want to play with you anymore.
Very simple but game changer I've been headache about subtool local orientation in ZBrush for a long time. Hope to see subtool duplicated linked in the near future.
Brilliant, a much needed feature.
Finally something I have wanted for years! No more layer shinanigans :)
so amzing work..and helpful that you explain every small tool in detail how to use . This is so helpful for beginners....thankyou so much man...keep helping us..❤🙌
adjust last..................................................................... mind blown!
Hell yeah ! local symmetry and other ways were okay , but this feels like a breath of fresh air ! (Can fix fimetry etc)
A well-explained and concise explanation. Thank you!
For the algorithm
Love this. Does this mean legit subtool transform (location, rotation, scale) attributes are coming (maybe even with subtool pivots)? Also maybe linked duplicates/instances?
Do you mean the basic features present in even the simplest of other 3D tools? 😆
@@toddshaffer6606 Exactly, like this is the only reason I still use GoZ because I need to use them.
You can find location under tool-geometry-position and scale under tool-geometry-scale 👌 While you can rotate by n degrees in tool-deformation-rotate, i don't know of a way to see the current rotation off the top of my head.
This stuff is cool, but it all seems like a roundabout way to solve the real problem: Zbrush doesn't actually have proper local axes symmetry. The local coordinates seem to just ignore local rotation which is stupid. If you rotate an object and move it, it should still have it's local symmetry useable i.e. where it perceives as X and Y and Z still intact, I mean, it has it's own pivot controls and axes built into that. You should be able to just sculpt on something based on it's pivot orientation and local proportions. To this day I'm still not understanding why this hasn't been done years ago.
Having to switch it back and forth is still clunky. It's better than what we currently have, but it's to me just a stopgap. If in the year 2030 I'm still doing this kinda clunky maneuvre, that's a fail. Computers should be better than this.
nice feature
thanks! this'll help out alot
Is there a way to use this with more than one "eye" piece? Example, let's say your robot had 3 eyes in different positions but want to be able to use stager. Can stager have you work on one home piece while placing the target piece in different locations?
nanomesh is probably a better solution in that case: th-cam.com/users/MichaelPavlovichsearch?query=nanomesh%20symmetry
@@MichaelPavlovich Thank you so much Michael. I will definitely look through these videos.
Can you Set Pivot and Unify on the home stage without affecting the target stage?
Hi - do you know if there's a way to copy the relative position/rotation of one staged subtool to another? I often find that after ive posed something, ill find I want to add a new subtool, and it would be really nice to accurately place it to the same rotation and position of existing stages subtools.
Hello Michael, thank you for the tutorial. For some reason when i reposition my target (after target stage is stored) and switch stage afterwards the home stage goes completely nuts. Is this a limitation that you can't reposition the target once stored or can you explain how to do this?
The only way I could get it to break on my end is if I turned off my target stage and made adjustments then turned it back on and pressed home stage, but storing a home stage, storing a target stage, then making adjustments in each respective stage seemed pretty stable on my end (but I'm sure I missed some edge cases)
I'm having the exact same problem. I've tried every combination I could think of, but every time I change the position or rotation at the Target stage and go back, the Home stage changes. Also, the Alpha>Make 3D appears to be broken? It was working just fine in 5.1, but now it seems to clip the darker grey values. Nevertheless, these are some awesome upgrades and I'm sure these issues will be sorted soon.
This feature is great, but when i adjust things and switch state the model gets flattened out in the scene
What about folders with many objects?
this feature not support the rotation, if we can switch object to the home stage with original angle, that would be very helpful.
stager -----> ctrl+alt to??? or 2???
Ctrl + alt + left click on any button to assight any hotkey ( I think he assigned alt+2)
This would have been really extra useful three years ago when I was sculpting a Chimera. Oh well.
I don't think this feature can be used for creatures.
very cool