When using the multimarker tool, I like to get in and out quickly without messing about with sizing, position or rotation while within it.
So this is how I do it:
-Load the pieces you need into the tools palette and make sure that each has been saved as a tool. You’d need to save your head and one eye.
-Draw the head on the canvas and have it facing straight towards you (go in to edit mode and rotate with shift pressed).
-Multimark it (don’t worry about what is on/off in the Marker palette - these are only important when recalling your marked tools.)
-Draw the eye on the canvas and position, scale and rotate it so that it fits in the socket well.
-Multimark the eye.
-Snapshot the eye.
-Now move the original eye on the X-axis only until it is in the right position.
-Multimark this eye.
-Clear the canvas (Ctrl-N).
-If unsure, turn everything on in the Marker palette.
-Select the multimarker tool and draw it on the canvas making sure to do it well away from where the markers were placed so you don’t accidentally click on one.
-Don’t fiddle with it - just leave it where it is and go straight to the ‘Make polymesh’ button (I can’t remember if you need to be in edit or draw mode for this - if in the wrong mode, the Make polymesh button will be greyed out). There is a bug in ZB2 that will mean that you may not see one of the multimarked items in the MM tool when you draw it - if one isn’t there, don’t worry, just continue.
-Go to the tools palette, select the new polymesh and draw it, then save it straight away.
-You can now use the polygroups and masking to make adjustments if necessary with simple point pulling or using the Deformation sliders for gross changes.
Things are a little more complex if you are joing textured objects together. My advice would be not to texture until your final object has been made.
Are you using ZB2 or the 1.5 demo?