Transform

Core-Transform

Draw

The Draw button is for sculpting and polypainting the model. The Draw, Move, Scale and Rotate buttons are only pressed one at a time.

Move, Scale and Rotate

The Move, Scale and Rotate buttons perform these transformations on the model. If the Gizmo button is active then the Gizmo manipulator will show; if the Gizmo button is turned off then the Transpose Action line will show.

Gizmo

When the Gizmo button is turned on and one of the Move, Scale or Rotate buttons is active, the Gizmo manipulator will show. The model can then be transformed in various ways.

If the Gizmo button is off and one of the Move, Scale or Rotate buttons is active,  the Transpose Action line will show, allowing expert manipulation of the model.

 

Move view

Click inside the Move view button and drag to move the model within the view. You can also move the model by holding the Alt/Option button, clicking and dragging the background.

Zoom 3D

Click inside the Zoom 3D button and drag to zoom in or out on the model. You can also zoom in or out by holding the Alt/Option button, clicking outside the model’s surface, releasing the Alt/Option button and dragging.

Rotate view

Click inside the Rotate view button and drag to rotate the model. Hold the SHIFT key while rotating to snap the model to the nearest 90-degree angles. You can also rotate the model by clicking and dragging on the background.

Rot XYZ

Free Rotation

Rotate On All Axes. When set, rotation of the object is unconstrained, and it can be quickly spun on any axis.

Rot X

Rotation around X axis

Rotate On X Axis. 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

Rotation on Y axis

Rotate On Y Axis. 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

Rotation around Z axis

Rotate On Z Axis. 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.

 

Frame

The Frame button will frame the selected model so that it is centered in the view. The shortcut is the F key or ALT+LMB click on the background. If you have several subtools then a second click on the Frame button will frame the selected subtool. When the subtool is framed the next click will frame the whole model again.

S.Pivot

The Set Pivot Point button enables you to define center points for rotating, deforming, symmetrical editing, and other actions. When pressed while a mesh is partially visible, this button determines the geographic center of the visible portion and sets the center of the object to this new location. Thereafter, until Clear Pivot Point is pressed, all editing actions, deformations, and symmetry controls are centered upon this new point.

C.Pivot

The Clear Pivot Point button re-sets the object’s editing center to its original location, after a pivot point has been set using the Set Pivot Point button.

L.Sym

Local Symmetry 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, ZBrushCore 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.

V.Sym

Visible Symmetry center.

Local

The Local Transformations button determines how resize and rotate actions are performed while editing 3D tools. By default, with this button un-pressed, resize and 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 helpful when editing a small portion of a very large object.

PolyF

Show Polyframes (or Wireframes). With the Draw Polyframe button pressed, models are displayed with polygon edges outlined in a color of your choice.

Solo

Solo Dynamic mode

Solo mode. When pressed the Solo button will hide all Subtools except the selected Subtool regardless of if the eye icon is on for the SubTools in the Subtool Palette.

Solo has a Dynamic mode. Activate by clicking the word Dynamic in the button. When Dynamic is turned on and Solo mode itself is off, ZBrush will hide all SubTools except the selected subtool during move, scale or rotate navigation. This not only makes it easier to work with many subtools but also improves performance.

Transp

Press Transp to activate Transparency between SubTools. When activated, your currently selected SubTool will be visible through all other SubTools.

Once Transparency is active Ghost mode becomes enabled; this mode displays the inactive SubTools as translucent white and can be turned on.

Ghost Transparency

Ghost Transparency displays the inactive SubTools as translucent white. The mode is only enabled when the Transp button (above) has been turned on.

 

Activate Symmetry

Symmetrical editing

Press the >X<, >Y< or >Z< buttons to activate symmetrical editing. Symmetrical editing enables you to repeat edit actions on the opposite side of an object, or several times around an axis. Mirror Symmetry (active by default) on the >X< axis provides a good way to sculpt animals, heads, people, or other natural objects which are the same on the left and right side. Radial Symmetry on the >Z< axis provides a good way to sculpt vases, goblets, starfish, and other similar objects.

>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.

>M<

Mirror Symmetry, available only for 3D objects in Edit mode, modifies symmetrical editing so that actions are reflected across the selected axes (>X<, >Y<, or >Z<).

(R)

Radial Symmetry

Radial Symmetry, available only for 3D objects in Edit mode, modifies symmetrical editing so that actions are repeated around the selected axes (>XYZ<).

RadialCount

RadialCount determines how many times an editing action is repeated around an axis in Radial Symmetry mode.

 

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