Insert Mesh Functions
From ZBrushInfo
Ghost Transparency on Insert
If Ghost Transparency, located in the Transform palette is enabled for the mesh that is being inserted by an Insert brush, then the recipient mesh will also switch to a transparency mode. This lets you visualize how far your Insert brush/mesh penetrates into the depth of the model. This mode comes in very handy when inserting negative meshes into a DynaMesh.The head inserted in the body which automatically switch to Ghost transparency. Model by Magdalena Dadela.
Note:Press the ALT key while inserting a mesh to create a "negative" mesh, which will be removed when combined with a DynaMesh. Read the DynaMesh section for more information.
Changing the Mesh Insert Location on Creation
By pressing the space bar while inserting a mesh, you will be able to move its location left/right and up/down relative to your screen rather than relative to the model’s surface normals.To perform this operation:
- Select the InsertCylinder brush and drag to insert the cylinder onto the selected mesh. Without releasing the mouse button, press and hold the space bar.
- Move your cursor to move the inserted cylinder relative to the screen/canvas.
- Release the space bar to set the new location of the inserted cylinder.
- Release the mouse button to finalize the insertion location.
Two hands inserted on the mesh then moved by pressing and holding the space bar. Model by Mariano Steiner.
Another way to manipulate a mesh insertion is to mask all parts of the mesh except for the inserted element. To demonstrate how to mask all parts of the mesh except for the previously inserted one, follow the steps below:
(This example inserts a cylinder. You could use any object, however.)
- Load the DynaMesh064.ZPR project found in the LightBox Project menu. If you are asked to save your work, do so if you wish to return to your current session later.
- With the InsertCylinder brush selected. Draw a cylinder onto the sphere.
- Turn on PolyFrame mode to see that the cylinder just drawn will have a different PolyGroup than the sphere it was drawn onto.
- Switch into Move Mode. Hold CTRL and click on the cylinder. You will see that everything but the cylinder becomes masked.
- Move, Scale and Rotate your cylinder to any part of the sphere. (Note: This will use the TransPose Action Line.)
- Once satisfied with the cylinder’s position, enter Draw Mode again. Ctrl+Drag twice on the canvas for the cylinder to become a part of the sphere. The first time clears the mask and the second invokes the DynaMesh remesh function.
On the left, inserted meshes in white. In the middle, Transpose (combined with the Radial Symmetry)with the CTRL key pressed has been used to mask all the spheres except the current ones.Then on the right, the non masked spheres has been moved in another location.
If you held the ALT key while drawing the cylinder in the above scenario, the cylinder would be used to create holes. You will also notice that when the ALT key is used with any InsertMesh brush the PolyGroup assigned to the inserted mesh will be white. This white PolyGroup is an indicator that that mesh insertion will be subtractive rather than additive when the remesh is performed.
Note: You do not have to actually mask the model in order to move the inserted mesh via TransPose. As an alternative to masking you can set the Brush >> Auto Masking >> Mask By PolyGroup slider to 100. When this is done, ZBrush will use an invisible mask based on the model’s PolyGroups. In essence, any brush -- including all TransPose modes -- will only affect the first selected PolyGroup.
Mesh Insert Transformation
While inserting a mesh, you can perform several actions to change its size and proportions. It is recommended to try each of the following in order to best understand how they operate.- If you move your cursor back toward the insert position, you will perform a non-uniform scale along the perpendicular axis of the insertion.
- Hold the Shift key to uniformly scale the inserted mesh. While moving, the rotation will be locked.
- While holding the ALT key, move your cursor up and down to stretch your inserted model. This is perfect for creating holes through a mesh.
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