/*related:AdaptiveSkin1.txt|Adaptive Skinning*/
/*zscript:&root/ZScripts/ZSpheres/ZSpheres.zsc|ZSphere Modeling*/
/*zscript:&root/ZScripts/Lizzy3/Lizzy3.zsc|Sample Modeling Session*/
/*zscript:&root/ZScripts/ZSphereMeshContinuity/ZSphereMeshContinuity.zsc|ZSphere Mesh Continuity*/
/*zscript:&root/ZScripts/ZSTwist/ZSTwist.zsc|ZSphere Twist Control*/
/*zscript:&root/ZScripts/ZSpheres/ZSphereMeshInsert.zsc|ZSphere Insert Meshes*/
[Image,"Images/zs_12actions.jpg",1]
/*title_start*/Introduction to ZSpheres/*title_end*/

/*text_start*/The powerful \C020202ZSphere\C484848 modeler enables you to combine and manipulate ZSpheres to create an exoskeleton which can be transformed, posed, and ultimately 'skinned' -- converted to a true 3D, polygon-based mesh (a \C020202Polymesh\C484848).

To create a model using ZSpheres: begin by drawing a single ZSphere on the canvas, and enter Edit Mode (or press '\C020202T\C484848'). Change the Draw Size to 1 (or press\n'\C020202S\C484848', '\C0202021\C484848', Enter) to reduce the area of influence to a single ZSphere at a time.

Editing actions have different effects depending on whether you click on a ZSphere (white), or on a link-sphere (gray) which connects two ZSpheres. To help you tell the difference, the cursor changes to a circle (usually red) when it floats over a ZSphere; it changes to a square (usually gold) when it floats over a link-sphere.

Manipulate the ZSpheres and link-spheres by switching between \C020202Draw Pointer\C484848 mode (hotkey '\C020202Q\C484848'), \C020202Move\C484848 mode ('\C020202W\C484848'), \C020202Scale\C484848 mode ('\C020202E\C484848'), and \C020202Rotate\C484848 mode ('\C020202R\C484848').

Press '\C020202A\C484848' while modeling to preview the skinned mesh; press '\C020202A\C484848' again to return to the unskinned ZSphere view.
/*text_end*/

\C909090This text is designed to be viewed with the \CccccccZBrush Help Topics Browser\C909090. To open the browser, press the \Ccc9000View Help Topics\C909090 button in the \CccccccZPlugin\C909090 palette.
