gotta be one of the more frustrating @!##%$ quirks. anyone solve the scaling problem between maya and zb3 ?
Have you tried cloning the model immediately after importing it, and then working with the clone instead of the original?
I am having the same problem I exported some subtools imported to maya, worked on them in maya they weree matching up combined and brought back to zbrush, then I split to subgroups again and they all become the center they loose their scale.
i got. export from maya. work in zb. export back to maya. mesh is crazy big. that wouldn’t be so bad except once my maya edits are made and i export them back to z. the seperate objects have rescaled again and are all out of place. this is happening with about half of the models i’ve been working on
any way of getting around thatbug ? it’s really giving me headache…plus the repositioning in the center of the world for the old zb2 tools dont help
if anyone knows of a way around this scale issue, the’b fantastic to share it
Out of curiosity, what are you guys using for measurements in Maya? Seem to remember an issue about this, but I’m getting old…
Jason B
what is missing is the UNIFY scale option under export preferences in Z3
look at Z2 options and then compare them to Z3
There is a UNIFY mesh option but that just scales it to the best possible working enviroment within Z3. Without that feature I really dont think there is going to be much of any scale written in stone thing going on.
There are tricks but you must merge the objects in order for them to work.
Take note that if you are using Z3 primitives there will be HUGE scale issues.
Zsphere and topology sphere are not as drastic.
Still in order to get perfect alignment between packages you must merge then export.
In maya you can use the Seperate option to get the seperate parts back.
I have a TUT on the subject on my site.
I even got it so close that I can now pose in Maya and transfer back with no scale issues;)
i have the bug being quite inconsistent. maybe even the bug is buggy. some models are fine going back and forth. others not. and all of them starting out as a character grounded on the grid ( same default grid ). all import and export settings in maya and zb remain the same. different results from mesh to mesh
Thanks cannedmushrooms, I haven’t really had many issues in this area. However I don’t work the same way as many people here do. Just curious as to some of the details to help people sort it out. It really is just fun math.
And you didn’t answer the question.
inverse catheter, any chance you can post 1 of each of these and provide steps start to finish so I can run some ideas?
What version of Maya are people using?
What measurement valuesin Maya (cm, mm, pixels, what…)?
This is the kind of info you need to know to start solving this problem.
im using maya 7.1 and maya 8.5 …unit are centimeters…get that scale issue on both
CannedMushrooms - can you point me in the direction of the specific tutorial on your site that deals with this subject please?
I’m having similar problems back and forth between Zbrush and Max and would like to have a closer look at your solution. I’ve had a browse through the Zbrush specific tutorials, but it’s not obvious to me which one covers the subject.
Thanks,
Nolan
I would watch these three
http://www.houseoftutorials.net/nolinking/zbrush3_reconstruct.wmv
http://www.houseoftutorials.net/nolinking/zbrush3_posinginmaya.wmv
http://www.houseoftutorials.net/nolinking/zbrush3_mayasubtools.wmv
The last one deals with subtools the only thing missing is how to seperate in maya.
And thats just Polygon menu/Mesh/Seperate
Note dont try to seprate tweak then combine then reimport into Zbrush, for it will explode.
Hope that helps
Didn’t quite contain the information that I was looking for, but interesting all the same. Thanks.
I’ve managed to work around my scale problems by extracting a new subtool from an existing subtool that doesn’t display scale problems when importing in to 3DSMax, and then importing my new Max-generated OBJ on to that.