Transform Palette

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Contents

Introducing the Transform Palette

The ZBrush Transform menu provides tools for moving, rotating, and scaling 3D objects, as well as powerful facilities for editing object shapes. It also gives you access to ZBrush's special Marker and 3D Copy functions, as well as features for symmetrical modeling.

Note: Many of the controls discussed below also appear in the ZBrush default configuration, in the "shelf" above the drawing area.

When you first open the Transform menu, the only active control in the upper two rows of buttons is the Draw Pointer button in the upper-left corner:

Image:Transform Palette__Transform-Draw-active.jpg

This means that dragging in the document window produces new paint strokes or objects using the current tool, stroke, and other program settings.

After you draw something, other transform menu controls may or may not become available, depending on the current combination of settings. In the most typical case, immediately after you add a 3D object such as a sphere or cube, most of the controls become available.

Less typically, when you use certain combinations of tools and stroke types, ZBrush makes available all or some of the Transform tools. For example, if you use the Eraser tool in conjunction with the Drag Rectangle stroke type, you then have access to two Transform functions: Move and Scale. With these, you can change the position and size of the erasure.

Image:Transform Palette__Transform-Move-Scale-active.jpg

Whichever brush and stroke type you use, the way you apply the Transform functions is the same.

Basic Transforms

For information on moving, scaling, or rotating a paint stroke (i.e. while in paint mode, not in 3D Edit mode–see ZBrush Modes), see the page on The Gyro

The Info Sub-menu

Image:Transform Palette Transform-Info-submenu.jpg

The Info sub-menu is a useful utility in ZBrush that shows current transform information, and lets you input numeric settings for precise transforms. To access it, click the Info heading in the Transform menu.

The Info sub-menu shows data for the x, y, and z axes, from top to bottom, relevant to the current transform mode:

When Draw Pointer is active, the Info sub-menu displays the current cursor position in pixols. The Zaxis value becomes higher the farther away the cursor is. That is, negative values indicate closer distances, while positive ones indicate farther distances.

When you're just moving the cursor around the workspace, the z-axis display shows the default cursor position when over the background. But when the cursor is over a drawn surface, the z-axis display shows that surface's position. When drawing with most tools, the default z-axis position is at the rear clipping plane, which puts strokes drawn on the background at a suitable distance away from the "front" of the workspace. When drawing 3D objects, the defaultz-axis position is 0, which places the objects drawn over the background in the center of the workspace depth.

In this mode, you cannot change the Info settings.

  • In Move mode, the Info sub-menu displays the position of active object's pivot point. To set a precise position for the object, click a slider and drag horizontally to set it, or click it and enter new data from the keyboard. When using the keyboard, press Enter to input the new data, and press Tab and Shift+Tab to move forward and backward between the fields.
  • In Scale mode, Info shows the active object's scaling factors as multipliers (percentage of actual size). For example, if you draw a medium-size sphere, its scaling factors might be 90, 90, and 90. To make it egg-shaped, change the second factor to 140 by clicking a field and dragging horizontally to move the slider, or entering new data from the keyboard. When using the keyboard, press Enter to input the new data, and press Tab and Shift+Tab to move forward and backward between the fields.
  • In Rotate mode, Info shows the active object's orientation in degrees. To set a precise orientation for the object, click a field and drag horizontally to move the slider, or enter new data from the keyboard. When using the keyboard, press Enter to input the new data, and press Tab and Shift+Tab to move forward and backward between the fields. Range = -180 to 180.

Changing Object Color and Material

An important aspect of ZBrush is that, whenever any transform mode is active, any change you make to the active color and/or material is applied immediately to the current object. You use the Color menu to change the active color, and the Material menu to change the material. Note that it's possible to assign a fill color or material to an object so it's "protected" from these changes. These menus are covered in greater depth in their own sections of this manual, but we'll provide a brief example here.

In the following illustration, a white sphere (#1) was added, converted to pixols with Snapshot (covered later in this section), and moved, and then the color was changed to orange (#2). It was then converted to pixols and moved again, and the material was changed to Metal Spherical Blend (#3):

Image:Transform Palette__image029.jpg

Editing 3D Objects

Image:Transform Palette__Transform-Edit-active.jpg

The first icon in the second row of the Transform menu is the Edit Objectß tool. As the stylized button background of vertices and edges indicates, this is really a "3D Edit" button; After activating Edit Object, you can use a special customizable brush to sculpt objects and/or paint them, adding physical detail as well as color wherever you like. You can also move and scale parts of the object using editing functions.

Note: The Edit Object button can only be activated if a true 3D object (such as a sphere, cone, polymesh, etc.) is active on the screen.

Here's a 3D object that's been sculpted and had some color added to it:

Image:Transform Palette__image033.jpg

To begin editing an object using the default settings, simply click the Edit Object button or press the t key, and then drag the mouse/tablet cursor over the object surface. As you drag, you'll see the raised-surface effects immediately.

While you're editing, the object remains three dimensional, and you can rotate it to draw on other sides. In fact, you don't even need to switch modes-—simply drag on the background to rotate the object freely. To rotate on the in-out (Z) axis only, press and hold the Shift key, click and hold outside the object, release the Shift key, and then drag the mouse.

Note: Using the Draw pointer, you can pull and push convex and concave areas on your object at the same time as you add color. However, in order to do both simultaneously, you must first turn on the Tool:Texture:Colorize switch.
Note: When you turn on Colorize, the base object turns the default gray color-—thereafter, editing applies the current color.

You can also move and scale the object as a whole while in 3D edit mode:

  • To move the object, hold down the Alt key and drag on the canvas.
  • To scale the object, hold down the Alt key, click and hold the mouse, release the Alt key while still holding the mouse button, and drag.

Brush Controls

During editing, a number of controls in the Draw menu affect various aspects of drawing and sculpting:

Image:Transform Palette__Draw-basic-controls.jpg

The most useful are:

Draw Size: Sets the size of the brush used for drawing as well as for transforms. This setting is reflected in the size of the circular cursor ZBrush shows when editing.
ZAdd/ZSub: Determines whether the brush pushes or pulls geometry. ZSub causes concave editing; ZAdd causes convex editing. In the illustration above, the red lines used a ZAdd setting, while the green lines used a ZSub setting. Holding down the Alt key while you sculpt the object will temporarily switch between ZAdd and ZSub. For example, if you have ZSub selected in the Draw menu, holding down Alt will temporarily switch you to ZAdd.
RGB Intensity: {{{2}}}
Z Intensity: {{{2}}}

Editing Submodes

Editing of 3D objects is accomplished with one of 3 different "submodes"; while the Edit button is on, you can also select the Move, Scale, or Draw buttons to change how drawing will affect your model. We'll present the Move and Scale submodes first, but the real power lies in the Draw submode.

Moving and Scaling Model Vertices in Edit Mode

  • Edit-Move Submode (ZBrush 2):
    If you turn on the Move button while Edit mode is active:
    Image:Transform Palette__Transform-Edit-Move.jpg
    then the brush will move vertices under it, so dragging on an object moves the parts of the object underneath the brush; the precise effect is determined by the various settings in the Draw menu.
    The top and bottom areas of a sphere moved in opposite directions in Edit-Move mode:
    Image:Transform Palette__image039.jpg
  • Edit-Move Submode (ZBrush 3):
    In ZBrush 3, this activates the Transpose tool, and dragging over your mesh will draw an action line. Click here for more information about how to use the transpose too.
To achieve the functionality of ZBrush 2's move mode in ZBrush 3, use the Move Brush.
  • Edit-Scale Submode (ZBrush 2):
    If you turn on the Scale button while Edit mode is active:
    Image:Transform Palette__Transform-Edit-Scale.jpg√then dragging on an object scales a part of it whose size is determined by the Draw Size setting, with the center of the scaling determined by where you click before dragging. In the picture of the edited cube, below, two corners were scaled up during editing, and a third corner was scaled down.√A cube’s corners scaled larger and smaller in Edit-Scale mode:
    Image:Transform Palette__image041.jpg
  • Edit-Scale Submode (ZBrush 3):
    In ZBrush 3, this activates the Transpose tool, and dragging over your mesh will draw an action line. Click here for more information about how to use the transpose too.
  • You can turn on Rotate while in Edit mode, but it will have no effect.
  • Edit-Rotate Submode (ZBrush 3):
    In ZBrush 3, this activates the Transpose tool, and dragging over your mesh will draw an action line. Click here for more information about how to use the transpose too.

Drawing in Edit Mode

If you turn on the Draw button while Edit mode is active:

Image:Transform Palette__Transform-Edit-Draw.jpg

then the following controls in the Brush Palette take effect:

Image:Transform Palette__3D-brushes.jpg

The various buttons produce different types of sculpting effects, while the Edit Curve can be used to precisely control the shape of the brush (see "Brush Shape", below.) To see how these brushes work, hold down the Control key while hovering the mouse over them, and also experiment on your own.

Note: These buttons can be pressed even when Draw mode is not active, but they have no effect.

Brush Shape

By default, ZBrush uses a pointed brush to draw on objects in Edit Object mode. You can see a representation of this brush by looking at the graph in the Modifiers sub-menu. The graph shows a cross-section of the top-left corner of the brush. In other words, the left side of the graph shows the outer edge of the brush, and the right side shows the center. Thus, by default, the reshaping caused by painting in Edit Object mode is strongest at the center of the brush.


Default brush profile:

Image:Transform Palette__image057.jpg

You can reshape the brush in an infinity of ways. For example:

Image:Transform Palette__example-brush-shape.jpg

Using such a shape can allow you to produce very specific shapes with little work. The above brush, when applied to the surface of a sphere using a single click in Transform:StdDot mode, results in:

Image:Transform Palette__shaped-dot-brush.jpg

Symmetry Controls

Image:Transform Palette__symmetry.jpg

Using symmetry, you can modify two or more areas of an object the same way; the software makes additional copies of any edits you apply. Moreover, you can mirror symmetrical edits, so that they go in opposite directions, or not, so they go in the same direction. Radial symmetry is a powerful way to make multiple edits simultaneously, all the way around an object's perimeter.

Note: When you turn on symmetry and then position the cursor over the active object, red dots appear on its surface where the additional edits will be applied. Large dots indicate edit locations on surfaces facing you, while small dots indicate edit locations on surfaces facing away from you.

>M<: (Mirror): When on, the symmetry is mirrored, so that if you make an edit on the side of an object, an edit is made on the opposite side, in the opposite direction. When off, a symmetrical edit on the side of an object causes a push-out effect on one side and a push-in effect on the other side.


Z-axis radial symmetry with Mirror on (Middle) and Mirror off (right):

Image:Transform Palette__image050.jpg

Mirror is available only when X, Y, and/or Z symmetry is on. Default = on.


>X<: />Y< />Z<: Sets the axis or axes of symmetry. You can use just one of these, or combine them in any way you like.

(R): {{{2}}}

Radial Count: {{{2}}}


6 points radial-symmetry was used while transforming a 3D sphere into a flower:

Image:Transform Palette__image051.jpg

LSym: LSym is used when working with subtools. Within a mesh composed of subtools, the 'global' coordinate system is centered on the main (topmost in the subtool list) subtool. If another subtool has been moved off of center, and an attempt is made to edit it with (say) X symmetry turned on, ZBrush will attempt to mirror strokes across the main subtool's axes, not across the selected subtool's axes. This may not be what is desired.
Turning on LSym causes symmetry to be mirrored across the selected subtool's axes, ignoring the 'global' coordinate axis, and allowing symmetrical sculpting as if the subtool were a completely separate model.

Modifiers

Image:Transform Palette__transform-modifiers.jpg

The Transform menu's Modifiers sub-menu offers switches for editing using specific axes and combinations of axes, as well as controls for modifying the shape of the brush used in Edit Object mode.

A cube deformed with different axes selected in Modifiers (labels added)

The first row of buttons in the Modifiers sub-menu lets you specify any combination of the three axes for deformation using the Edit Object brush. In the previous illustration, a cube was edited using the three different single-axis modes as well as all three combined. Using the X axis, the deformation occurred from left to right. Using the Y axis, the deformation occurred along the vertical axis. Using the Z axis, the deformation took place on the cube's in-out axis. And using the XYZ setting, the cube was indented perpendicular to its surface.

Note: You can combine any two of the single axes for deformation along both.

Other Transform Controls

This section covers additional controls in the Transform menu that aren't directly related to editing 3D objects.

Snapshot

Image:Transform Palette__snapshot-inactive.jpg

While using the Transform tools, it's useful to be able to convert the visible part of a 3D object into pixols, thus placing it into the drawing, and then go on and manipulate the original 3D object some more. To convert a geometric object into pixols, first apply any transforms and/or editing, position it where you want it, and then use the Snapshot tool. The easiest way to do this is by positioning the object in the desired location, and typing Ctrl+S.

For example, by combining Move, Scale, and Snapshot with a simple cylinder, you can make a geometric composition like the illustration below. Snapshot was used to copy the cylinder onto the canvas after each transform:

Image:Transform Palette__image043.jpg

Note that, when an object is copied, the copy is no longer an independent 3D object; it simply becomes part of the drawing. Only one 3D object at a time can exist as a transformable entity in ZBrush.

Note: You may have encountered the term "stamp" in older ZBrush tutorials and documentation. This function is now called Snapshot.

Markers

Markers are used to remember the position and other properties of objects, and to restore those objects at a later time. See Markers for further details.

Mark Object Position: Image:Transform Palette__mark-inactive.jpgPlaces a marker for the currently active object.
Unmark Object Position: Removes a marker from the currently active object.

Display Options

Display options control various aspects of how objects are displayed onscreen.


{{Control|Quick 3D Edit| Image:Transform Palette__quick-edit-active.jpg

When a 3D object is in Edit mode, it is shown in preview mode for faster interaction. When this is active, the model will not be subdivision-smoothed each time the mouse is released after an edit action.


{{Control|Pf| (Polyframe) Image:Transform Palette__polyframe-active.jpg

When Quick 3D Edit is active, the Polyframe mode becomes available. This viewing mode is a shaded display of the model with the wireframe drawn onto the surface.

Note: When leaving a Transform mode, the polyframe view reverts to the standard view with subdivision smoothing and no wireframe. If you would like to keep the polyframe visible after the object has been converted to pixols, press the Transform:Snapshot button. The polyframe view will be snapshot to the canvas. You can then switch to Draw mode, which snapshots the subdivided view into the same position. Perform a document undo (Ctrl+Z) to remove this extra copy, leaving only the polyframe model.

Dots Display: Image:Transform Palette__dots-active.jpg Displays wireframe of 3D object when moved.

Other Controls

Local Transform: Image:Transform Palette__local-active.jpg Determines how resize and rotate functions are performed while editing 3D tools. By default, this button is un-pressed and resize or rotate actions using the Alt/Option key while in edit mode are centered upon the object’s true center. Pressing this button causes these actions to be centered upon the most recent editing point. This is useful when editing a small portion of a very large object.
Xres, Yres, Zres: The Xres, Yres and Zres sliders are only available when a ZSphere model is being edited. These sliders determine the mesh resolution for the next ZSpheres to be added to the model. The settings remain in effect until these sliders are changed. These sliders are normally locked together, and changing one will change all three. You can change a single slider by Shift-clicking within it. The X, Y and Z axes for ZSpheres are oriented so that the Z-axis is considered to be a line between the ZSphere and its parent.
Marquee: (Also called Lasso). This switch controls mask selection mode. When it is off, masks are selected by dragging out a rectangular selection. When it is on, masks are selected by dragging the mouse around (lassoing) an area of the model.
Activate: (Also called Transp.) This is used when editing meshes composed of multiple subtools. When on, subtools can be seen through other subtools. The transparency of subtools can be adjusted in settings under Preferences:Draw.
Rot XYZ: When set, rotation of the object is unconstrained, and it can be quicly spun on any axis.
Rot X: When set, moving the mouse horizontally will cause rotation only around the model's X axis. Moving the mouse vertically will cause the object to be rotated around the screen's horizontal axis. This makes it easy to rotate around the model's X axis, while still giving flexibility in positioning the model.
Rot Y: When set, moving the mouse horizontally will cause rotation only around the model's Y axis. Moving the mouse vertically will cause the object to be rotated around the screen's horizontal axis. This makes it easy to rotate around the model's Y axis, while still giving flexibility in positioning the model.
Rot Z: When set, moving the mouse horizontally will cause rotation only around the model's Z axis. Moving the mouse vertically will cause the object to be rotated around the screen's horizontal axis. This makes it easy to rotate around the model's Z axis, while still giving flexibility in positioning the model.

3D Copy

Note: 3D Copy has been largely replaced by Projection Master in ZBrush 2.

In ZBrush, you can paint directly on 3D objects, but the resolution of the texture is dependent on the mesh of the object. To show fine details, you must use a very high resolution mesh or a texture map. Using a texture map is preferable, since a high resolution mesh uses many more resources. The best solution is to use a high resolution texture map with a low resolution mesh. To produce the very highest quality details, use the 3D copy tool.

The fundamental action of the tool is to copy the texture on the canvas to an object in front of it. The 3D copy does all the distortion of the texture needed, based on the UV coordinates of the texture and the object.

First, a star is drawn, then a sphere is drawn next to it.

The sphere is moved over the star, and 3D copy is pressed.

Image:Transform Palette__image066.jpg The texture is generated and is automatically distorted to map correctly to the sphere. It will show up in the Texture menu.

3D Copy Controls:

S: (Shaded) By default, this is off, and when you grab a texture, ZBrush uses only the base colors of the area you grab. (To see the base colors, turn on Render:Flat Renderer.) When you turn on shaded, ZBrush grabs the colors as they are shaded by the lighting in the scene.
A.I.: (Auto Intensity): If pressed, then on surfaces that face you directly, colors are transferred at full intensity; on surfaces that angle away from you, colors are transferred at decreasing intensities. This results in softer edges on curved objects and helps blend multiple uses of 3D Copy on the same object from different angles.

If not pressed, colors are transferred to all surfaces equally, regardless of orientation.

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