One of the things that excites me the most about GoZ is streamlining the process of creating blendshapes. I just started the process and am running into problems.
Firt off, I’ve found that GoZ doesn’t consistently work. Often, after importing the mesh into ZBrush through GoZ (from Max), no mesh appears at all if it wasn’t already there.
Secondly, GoZ places the mesh in a different location in world space than it is located in Max- so for one reason or another, the blending in Max moves the entire mesh to a different location.
I’ll be updating this thread as I learn more about the workflow.
In the meantime, are there any other artists out there who have used GoZ with 3D Studio Max to create morph targets and do you have an established process?
I have a habit of alt+tabbing to and from ZBrush- this causes issues, it seems that ZBrush needs the GoZ function each time a switch from apps occurs, I may be wrong though.
So, this may be obvious to many of the users out there, but I have learned that there is a specific order that needs to be followed when using GoZ for morph targets in Max.
1.Select the base mesh in Max
2.Copy it, delete the skin and morph modifiers, export it as an .OBJ
3.Import it into ZBrush
4.Use GoZ to send it back to Max
5.Add the mesh to the orginal mesh’s morpher modifier, check the morph to make sure no changes occur
6.GoZ to Zbrush from Max
7.Store a Morph target in ZBrush, sculpt change, GoZ back to Max
8.Reload the Morph Target in the original mesh’s Morpher modifier
9.Repeat steps 6 through 8 to refine the morph
UPDATE:
Not sure what the problem is with GoZ- but at the moment it’s causing too many issues to be worth the effort:
Not updating meshes
Launching separate instances of Max when it is already open
GoZ from Max to Zbrush flips the model upside down or replaces the mesh with a default zTool like a star
So for the moment, it seems easier to import/export .OBJs manually.