I have to be short right now because I am beta testing somethings but this is a really important topic that I would like to interject a point or two. So pretend I’m talking really loud because I want to get my point across.
First, you should not have so many breaks with a character deform. I have heard rumors that there is a problem with weight map skinning and this sounds like one, though I haven’t experienced it first hand. You shouldn’t have ripping in your deformation on simple geometry. That’ s not how EI is suppose to work. It’s a character tool by itself. You should not have to buy a plug to fix it. It should just work. Yes, buy Encage, but not by force as a bug fix.
I have low poly character meshes that work BEAUTIFULLY NOW. I rigged them almost two years ago. I haven’t created a new skin object. I hope and PRAY this is not a problem, already I heard that people are leaving EI because it’s not working properly. We must fix the root problem and not throw patches and plugs to fix it. Encage stands alone as a beautiful tool but is a extra step to if someone wants a fast and simple workflow.
Second, I have had the same problem with Encage model jumping when I switch back to a low resolution proxy. I love Encage for ZB work. Encage has the potential to be a necessary tool to proxy models for high end film work and high resolution texture. Zbrush must use Encage because even simple color maps must be rendered at the same resolution it was painted at in Zbrush or the UVs with look wobbly. This is a resolution problem not UV, Zb, EI,or Encage problem.
I have a full test character that I skinned which works with Encage if I skin the plug, but the skin jumps off the rig if I switch back to Zero. It’s still there but is in a new position.