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GoZ Installation and issues - Manual install

Hi,

first i would like to say Zbrush is one of the most amazing programs i have used.

I am having an issue with the GOZ function. I can click GOZ and have the mesh go from 3d Studio Max 9 straight into Zbrush 4. When i do it the other way around, click on GOZ in Zbrush it will open max… but nothing will load or show up… anyone have any clue why that is happening? Thansk so much for your help. If you have an answer to this please email me [email protected]

Check that both ZBrush and Maya are not setup to run as an administrator. Most of the time, one is setup to run as the administrator (perhaps Maya).

3DSMax 9… or 2009? GoZ for 3DSMax doesn’t support 3DSMax 9. Please can you clarify?

Hello,

I have this model that I had in Maya that bought over to ZB to pose and now
I want to export it back into Maya since I added some details and displacement to it.
The only though it doesn’t export of the subtools that it has in zbrush. Only a few. I hit
the “All” button and still the same result. I research on the web that was a solution for this
on the old zbrush forum[ vb3.test.zbrushcentral.com/archive/index.php/t-114776.html ] but I can’t seem to access that because it asks me for a logon and
password. Thank you in advance.

Take care that your models doesn’t have spaces or letters with accents like àé, etc.
“my_subtool1” is fine while “my subtôol” is not.

Also check that your SubTools have a unique name.

EDIT: I don’t really know what I did but I rearranged the subtools around and now different subtools are showing up. Not all but more than before.

Thanks for the quick reply. All my subtools have don’t have spaces in between them. I have at 115 subtools each name collectively. However, only subtool1, 98-115 (even though in zbrush
it tell me that it’s switching between subtools) are exported back
into Maya. The rest are not picked up.

Did you try to just merge them in Zbrush into the one subtool and then take them over. You can always separate them in Maya.

Hello, i was tryng goz with maya 2012; maps & uv’s created, brush alerts:
"ZScript Note: interface could not be found
tool:Export:X Offset
in…
IGet,"Tool:Export:X Offset

how can i solve?

thanks

Hey can you post a screen shot of your problem? That may help get a solution.

Both ZBrush and Maya -ARE NOT- running as an administrator ?
If yes, delete the GoZ shelf in maya and do a force reinstall in ZBrush GoZ preferences.

Hi

Been working on a character in 4.0 and stupidly opened it in 4.2 plus saved. Using GoZ to go from 4.2 to 3dsmax 2012 results in the model being 10,000% smaller than max dimensions. This will be because the model has been started in the older zbrush version. Anyhow scaling up the model in max or in zbrush to the right size destroys all the sculpt detail. Any idea if there is a way I could get this model to the right size so if I wanted to render it in max I could. Now that isnt possible.

All help appreciated.

Damn, I wondered why I was the only smuck with this problem. Because it is so obvious. I will put this here just in case another has the same problem. I only had to set the export value from one to 100 in zbrush. I thought that was just for spitting out objects but it turns out my models came into max at a size that was easy to work with. Make a new mesh in max and it sent that new mesh into zbrush at the right size there too. Plus no loss in details.

I have this same exact issue! How’d you fix it? It was fine in r2, but now that I changed to r2B it doesn’t work :frowning:

EDIT:

Nevermind, found this post:
http://www.zbrushcentral.com/showthread.php?164569-The-problem-with-3ds-max-2012-and-GoZ-plugin&highlight=dotnet

Completely fixed it!

Just a general workflow questions with Maya and GoZ.

There isn’t a way to transfer polygroup information from zbrush to maya and back again like you can with max is there?

I figured with the Goz file type maybe Pixologic had figured out a way, but I can’t seem to get it to work.

It would be an awesome feature if this could be implemented at some time.

I have noticed that with the latest goZ_4r2_win_4_jan_2011 that a model’s UV’s are flipped vertically (which is what I would personally want it to do) when the mesh is sent to Maya 2012, but when the Mesh is sent to Max 2012 the UV’s are not flipped vertically. This happens on every model, every time.

Also to add to my last post. In the maya .obj export settings if you have “groups” turned on you can transfer polygroup information form Maya to zb. So all Pixologic needs to do is turn that flag on when doing goZ with maya.

When i hit the goz button i get this error
“Specified export tamplate can not be found
file export canceled”

it works for Maya

I followed the install to the letter. i did it three times with the Goz updated version

GoZ works when i am in 3ds max and send it to Zbrush. i just dont understand what is wrong:confused:

Im using:
Zbrush 4r2
3DS max 2012 64
windows 7 64

You should upgrade to ZBrush 4R3 which include an update of GoZ.

Try redefining the max path. Preferences/goz/pick the path to max. Hope that helps, goz is great.

:slight_smile:

Thanks Kanga for the suggestion but i did that as well but i tryed it one more time and no luck. :confused:

Getting this error when trying to Goz to Maya2012.


ZScript Note: Interface item could not be found.

Tool:Export:X Offset
in…
[IGet,“Tool:Export:X Offset”]

OK

Please help.

Hiya,

I tested out GoZ interop with Maya 2013 and ZBrush 4r3 and sending from ZBrush to Maya worked fine but Maya to ZBrush doesn’t.

Here is the error thrown in ZBrush:
IMPORT ERROR
Missing Face data
Operation Canceled

I traced the problem to a new flag in 2013 that is added in the .ma file (-ch) that is exported by GoZ. I tested out a polyTorus and here are the results:

2012
Line 352 setAttr -s 400 “.fc[0:399]” -type “polyFaces”

2013
Line 352 setAttr -s 400 -ch 1600 “.fc[0:399]” -type “polyFaces”

I removed the ‘-ch 1600’ from the 2013 file and imported it into ZBrush without issue. Very annoying! Anyone else having an issue?

-Nick

Hey Nick,

I, too, am experiencing the same issue. Just upgraded to Maya 2013, let it copy my prefs from 2012 (the ZBrush shelf and GoZ plug-in loaded up just fine) but i’m getting the same error when attempting to go from Maya -> ZBrush 4R3

Hopefully we’ll get a fixed plugin soon?

EDIT I forgot to mention that I was interested in using GoZ so that I could preserve Maya’s crease edges.

-Steve