Rigging from ZBRUSH
in The Commons
I need to rig two models I edited in Z brush so I can pose them again in DAZ, could anyone do this for me (paid for help)?
Regards.

Comments
Sure but before we commit, please provide some detail. Some models are easier to rig than others and what you want to animate Can you upload a render of the model as there may be some rigs that exist we can adapt it too, Please render it with Polygroups visible so we can determine the best rigging approach. Please describe what features are needed to animate.
There are too many polygons that showing them is of no benefit, they need decimating too.
I see an eyefull more than just polygons!!
Do NOT decimate a figure you want to pose! It creates massive problem triangles if you do.
If you MUST lower the polycount, use ZRemesher (under Geometry in the Tool menu) instead. Decimation only really works for static objects.
both models load ok into daz as objects, i can live with the polygon count, just need help with rigging the body and faces.
This is a simple biped to rig. We dont need to see the polys but any grouping in ZB is helpful (polygroups). Depending on animation quality you are aiming for, you have several options including some easy and cheap DIY rigging tools. There are auto rigging tools in Poser, in DAZ DS you can copy a similarly grouped rig to your model, IClone 3D Exchange Pipeline and 3DS Max have biped auto rigging tools that are cheaper than contracting someone by the hour to rig and optimize this. Do you want this to be just weightmapped unibody rigged or Poser compatable grouped/bones with parametric joint parameters.
Since you understand ZB, I recommend learning this simple workflow:
Model High Def features i n ZB using standard methgods. If its a one tool (no subtools) model, use the polygrouping feature to segment the model into joint/bone groupings ref standard Poser groupings hip,abdomen,chest,neck,head,rCollar,rShldr,rForearm,rHand,rThumb,rButtock, mrThigh,rShin,rFoot. Dont worry about naming a convention in ZB as they will not transfer unless you use Materials (Mat Names) instead of Polygroups but that is not ideal as it doenst let you to define groups & mat zones in Poser on import. Use a text editor (notepad is on, VIM is better for large text files.(http://www.vim.org/) to open and edit modelname.OBJ & the associated material file
Easiest approach is to find a similar figure with dual arms and match the group names in that model to yours with teh text editor. Then import into DS and load a similar figure to serve as a rig host... one with dual shoulders is recommend and use the transfer rig function to copy the rig from the host to the target model. Ref: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/transfer_utility/start
This should yield very good results and be cost effective.
Well since it's not for CGI (i only use them as artist models) I'm not concerned about textures, was thinking of offering something like £20 (if that's reasonable as I don't really know, forgive my ignorance) for someone to do it for me as im kinna constrained time-wise and posing in zbrush is such a pain.
Honestly? Rigging a humanoid takes a few days, or about 20-30 hours' work. Consider that, and consider how much someone's time is worth.
I normally charge $500 and up to rig figures, it is time consuming to do it right.
Again like I stated I'm completely ignorant about that sorta market, so I meant no insult (not enough information to make an appropriate assumption). thought it might just take an hour or so for someone who knows. dang i can't afford $500. just wanted to be able to pose them for a few drawings i need to make.
You could try that. It's very easy to pose in zbrush.
I gave you some affordable and easy techniques but without understanding on your needs its impossible to determine what decisions can be compromised to come out with a result you would appreciate. DAZ store customers have high expectations because the product QA here is second to none and the base platform most products are developed from are fundamentally sound (genesis). Rigging a model from scratch with unclear requirements and undefined / unreasonable budget will surely disapoint. Thats why I pointed you to the affordable, consumer oriented DIY rig, autorig and rig - transfer solutions. Also by looking int what I pointed out, you would realise the complexity of what you are seeking and best identify for yourself what is ultimately sutible. And yes, with the nifty GO-Z interface to DAZ Studio, the ZBrush pose and morph methods Zevo identified may just what you are lookinfg for to satisfy your needs. Who needs joint parameters and clothes anyways? :D
ZB Topo TIPs: If you do want to export a lower poly, cleaner model from ZB to DS do use the check holes, and ZMESHER on your subtools to clean up verts and get polys in managable range (less than 500k). Remember to save polygroups and your UV along wthe way when you optomize topology. Sometimes seperate by polygroups, and optomize each subtool indepenbdant and remerge is best way to go with a large model. However keep mesh reletivy similar density at joints or merge group weld scars will generate nasty triangles alkong the seams. Decimation is not the way to go for end results with DS, but you might find it usful to reduce and THEN run a zmesher if Zmesher chokes on a over divided mesh (2M pulus polys). Dynamesh is more unpredictable and harder to master but can also yield usful results if you have a holy mesh on your hands.
???
I no longer see the mesh just an edited by Chohole message
Visible genetailia on the models, it was out of TOS