Are you trying to rig and animate your character, in zbrush, for use in a game?
If so, this isn't really how it is done. Generally you will rig and animate your character in a program like Maya, Max, XSI, Blender, etc and then export that to your game engine.
Why would you rig your model in zbrush if you're not going to animate it? Maybe I'm just out of the zbrush loop, can you rig your model in zbrush and export that to an app that is capable of creating animations at exporting to a game engine?
You can't rig a mesh inside zbrush for any exportable animation, only for posing. The exception to this is if you're rendering the animation off as sprites or doing some sort of blend shape animation, and even then the animation and rendering tools are severely limited. Even the rig will be extremely rudimentary (no control over weighting, no IK, no foot rolls or anything else that might be useful to an animator).
You also wont be able to load your normal maps and any additional maps (like specular) into zbrush for previewing. It's rendering system does not support those kinds of realtime shaders. You're pretty much limited to seeing a litsphere, color texture, and displacement.
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If so, this isn't really how it is done. Generally you will rig and animate your character in a program like Maya, Max, XSI, Blender, etc and then export that to your game engine.
You also wont be able to load your normal maps and any additional maps (like specular) into zbrush for previewing. It's rendering system does not support those kinds of realtime shaders. You're pretty much limited to seeing a litsphere, color texture, and displacement.