ZBrushCentral

z1.55 morph target bug???

hi

I upgraded to the new z. I only use z for making morph targets for poser. Anyhow, I just made some and this version of z is reversing the object…ie,what was on the left, goes to the right.and what was on the right goe to the left. In other words, it turns the model inside-out (See animation where a morph target is applied to the hip)

is this a bug or is there an additional step with this version that has to be performed to make a morph target for poser? The earlier version worked fine…thankfully, I didnt delete it yet so until the number expires in a few days Im not at a standstill.

anyone help?
PLEASE…I only use z for morphs and this stands to really mess me up :frowning:

tia
BT

I’ve noticed that sometimes when going from Z back to Poser, it’s necessary to flip the normals. You can do that in ZBrush by pressing Tool>Modifiers>Flip

What I’m seeing in the animation makes it look like this is what’s happening.

Generally, this seems to only be an issue when creating a morph that applies across several Poser Hierarchy elements. If it’s just one (such as the head), it’s no problem because you can load the target OBJ directly into that part. But if it’s several parts, then you have to import the group into Poser and use the grouping tool to spawn morphs. It’s when you import into Poser that the flipping seems to take place.

I’ve found the same thing with C4D and Poser – I can export a model from Poser to C4D and it doesn’t have trouble. But if I take the same model back into Poser, I usually have to flip normals in the import dialogue box. It seems to be a Poser bug.

hi aurick

nope, not the answer…the normals are not flipping, the object is turning inside out…left and right are swapping. I’ll just tried flipping them in z to see if thats it, and its not.

I have not had to change the normals direction when making a morph target ever before…mostly because morphs dont use normals info.

btw, this is a single obj (the hip) of the trench coat. I took this exact model into the previous version of z and it worked fine for morphs. Ive made several morphs using that version for this model already tonight. Btw, I have made thousands of morphs with making single body part morphs and full body morphs using z.

its more likely that this version is transposing left and right of the “0”. If you look closely at the animation, you will see that the left side is going to the right, and the right side is going to the left. If you follow this all the way thru, this does mean that the normals on the final model will appear inverted because what was pointing out is now pointing in because the morph transposed the sides of the model…

Ive tried multiple ways to make this work in the new version and I can not find the solution…it always trades sides.

notice in this animation, the model is actually changing sides…ie, swapping coordinates from neg and pos on the sides of the 0 axis.

???
BT

for further info…here is a clip (the first 7 vertex lines) from the original obj file and the exported one from z

notice that the values are changed…the difference in precision of the absolute value is very small but the neg/pos difference is what is making morphs incorrectly. btw, I only imported the model into z and exported it…I made NO changes.


file generated by UVMapper

NumVerts/NumTVerts/NumVNormals/NumFacets 20404/19915/21867/20385

NumGroups/NumMaterials/NumRegions 88/12/0

x/y/color/ppu 937/1024/0/50.00000000

mtllib Untitled.mtl

v -0.28000000 0.57780403 0.02600000
v -0.28012100 0.57848799 0.02600000
v -0.28046799 0.57902598 0.02639700
v -0.28099999 0.57945102 0.02653500
v -0.28165299 0.57977301 0.02600000
v -0.28165299 0.57967699 0.02660900
v -0.28299999 0.57953602 0.02600000


File exported by ZBrush version 1.55

www.pixologic.com

object name

object name

#Vertex Count 20404
#UV Vertex Count 16152
#Face Count 20385
mtllib junk.mtl
usemtl defaultMat
v 0.279998 0.577804 0.026000
v 0.280121 0.578490 0.026000
v 0.280466 0.579025 0.026397
v 0.281001 0.579451 0.026535
v 0.281655 0.579773 0.026000
v 0.281655 0.579678 0.026610
v 0.282999 0.579536 0.026000

:frowning:
I assume this will be fixed soon? or someone can tell me what extra step to take to make it use the correct values for the morph. I hope that I can keep my working version active until it is.

thanx
BT

Matthew,
I just checked and I am getting the same results as BryceTech… The morphs are twisting inside out! I’m using Poser4.
I too have been doing morph targets with ease using the previous versions of Z. Also like BryceTech I’m supposed to be doing some MT’s for a client and I was counting on Zbrush all the way. I hope this is easily remedied.
Question:
Where have the object export options gone?
Have they merged to another location?
Thanks,
michael

Hey Mike,
Expand the tools palette and then expand the inventory subdirectory…they are there.

As for the morphs…its all greek to me… :frowning:

Thanks Michael… I had just found them… go figure? I was looking at the new import and export buttons instead of where I should have looked! Duh!! I still can’t get the MT’s to behave though!?
Best regards,
Michael

BryceTech,
I figured out a temporary fix:
Import your object file… create your MT in Zbrush then export your MT as you normally would. Now here is the trick… Import your MT object back into Zbrush and export it one more time… in essence, reverse the reversal It works! :slight_smile:
Strange huh!
Michael

Hi,
PusGhetty is correct (thanks:) ), ‘Double flip is like no flip at all’:slight_smile:
Another option is to press the Tool:small_orange_diamond:Modifiers:small_orange_diamond:Deformation:small_orange_diamond:Mirror before exporting the mesh.

Here is a ZScript text that will execute the steps in one click…


I will upload a precompiled version of the above ZScript shortly.

Hope this helps,
-Pixolator

lol

yep, I figured that too…but thats an extra step so Im just gonna use the old z until this gets updated. See, I may be doing a 100 or more morphs and thats a 100 more steps to get to where I already can get. If its not fixed, then I’ll have to write a batch program to read the lines and automatically convert the values back. We’re talking a lot of time added over the course of a model…especially if you have to do ‘test’ morphs to find the best solution for a problem area (not to mention all the extra steps if this problem area is a ‘full body morph’)

Ive made all the morphs I wanted for the trench coat now using the previous version. It opens, changes shape to a robe, and other things so now Im happy with it. I love z and how eazy it is to make complex morphs with it…using it in combination with different uv maps and alpha masking makes complex full body morphs like opening a closed model very easy. I’d be almost totally lost without it for morph making.

:slight_smile:
thanx for letting me know that Im not totally insane…a little insane is normal, but I was really starting to worry…lol

BT

cross posted with you pix

I tested the zscript…it works :slight_smile:
thanx

I have an additional question now…
is there a way to make z remember a folder? I mean I save these to a specific folder (not the z default)…is there a way via a z script or something to make it go to a specific directory? This could also save time…

thanx
BT

Hi :slight_smile:
Here is a XFlipExport compact ZScript…

Click on the above icon to download the compact ZScript file.

After loading the ZScript, extract the zip file and put the XFlipExport.zsc within the ZScript folder. You may want to assign this ZScript to the startup ZScript (v1.55b) by option-clicking on an unused ZScript-icon and selecting the ZFlipExport.zsc file.

<BLOCKQUOTE>quote:</font><HR>“is there a way via a z script or something to make it go to a specific directory? This could also save time..”<HR></BLOCKQUOTE>

Yes, with the help of new ZScript commands - such as IGetTitle, StrAsk and other string manipulation routines - it possible to generate a full-path file name which can be used with the FileNameSetNext command to save a tool. The process can further be reduced to a single-click by incorporating sequential numbers into the file name. If you email me detailed description of your file-saving-process; I will be able to better help you write such script.(if help is needed :))

-Pixolator

Pix you guys have to be the best! where else can one get such easy access to the creator of a software program ? I do not do any of these things but for those who do thanks a lot ! :slight_smile: :+1: :+1: :+1: :+1: :+1: :+1: :smiley:

great!

I would actually prefer to have an uncompiled text file of a z script that uses the xflipexport in combo with the ability to save to go to a specific directory…upon which, I would of course give the saved file a name. I ask for the uncompiled script because that would allow me to edit the script when I change save directories because I could see where the new text would go. I can compile it :slight_smile:

on a different note…if you can do the ‘save’ directory…can a separate open directory also be done? even with a new z script…

see that would also save time if it would automatically open my poser geometries folder to the correct directory, instead of me crawling into it every time I start morphs for a new model. When I write programs I always make the program remember both the ‘open’ and ‘save’ directories as separate variables because in my experience, people like to be able to instantly jump to the two. Occasionally they are the same directory, but more often than not…they are different so 2 variables are needed. NEwho…

A example script (uncompiled) for both of the above situations would be wonderful. Perhaps just using “C:\My Documents” as an initial folder.

I’d be willing to bet that a lot of others would like such a script as well. I dont know anything about z-scripting …

many thanx
I hope you (or someone else) has the time to make and post the script?

BT

Thanks a bunch Ofer… Your script is perfect and so are your tidbits of info regarding Zscripting! I’m looking forward to the next one too!
BTWI’m real pleased with the new free upgrade version!!!
It is very stable and it does everything better!
Best regards,
Michael

Xflip export did not work for me.

Only thing it worked is using Poser’s “Universe” in hierarchy editor before export on every time you import for editing.

It can be really painful to uncheck every body parts to make a morph target for a specific body part out of full body morph project.

the reason “Universe” is needed to keep checked on is because it assign every body parts in specific XZY transform position.

Washington

Hey guys
im new here and must say a very nice a friendly place,
ok can you tell me when i make a morph for poser in zbrush is there away of say masking some parts of the modle so not to movbe certain parts of the bod ie head from next
i know how to do full body morphs from a modle and getting it working in poser many thanks
:wink:

for some reason i can not import an .obj into zbrush… i’m not completly sure how to do it… can anyone help me?

Welcome¡¡ probably this help¡¡
Thanks for your attention
Andreseloy

ps: have you demo?