View Full Version : GoMax
Norman3D
02-04-10, 06:06 PM
go_max_th.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27181726%27,%27go_max_th.jpg%27, 1,0%29)
QeqbHGJwC5Q
Update#4:
GoMax v1.5
--
Automatically converts to editable poly no matter what version of 3dsMax
--
Fixed "move brush" issue, that occured if a mesh was brought from 3dsMax while the PolySphere from Zbrush startup was in the canvas
--
Fixed issue were obj was not imported in 3dsMax
--
Optimized zscript and maxscript, should now be slightly faster
--
Fixed issue were ZBrushs material was tinted with the selected color when exporting(Thanks joebount!)
--
Increased texture bleeding to avoid any seems in the texture
--
Added mentalray material so that you can render your ZBrush model in 3dsMax (Only works for 2009 and 2010)
Update#3:
GoMax v1.4
--
Polypaint export
--
New material allows diffuse implementation. (Thanks Till Maginot for being so kind and creating this special material for GoMax! Credit goes to Lumonix ShaderFX, too)
--
New script for obj fetch (Björn, you are the man! No more 3dsMax crashes guys!)
--
Fixed bug where UVs broke after importing/exporting a couple of times. More info here: http://www.pixolator.com/showpost.php?p=652540
Update#2:
GoMax v1.3
Hello guys! Two mayor new features, material export from Z-Brush and compatibility with version of 3ds Max bellow 2010. It is not fully working. There might be some problems regarding export and import of the objs. Please let us know of any problem in this thread!
Please could somebody make a cool video of this in action?
--
Optimized script for quicker import
--
Added Material export from Z-Brush -> 3ds Max
--
Dialog pops up if an object is selected that asks you wether to replace it or not.
--
Dialog pops up if no object is selected when hitting "Z-Brush -> 3ds Max". Avoids crash.
--
Added compatibility with versions bellow 3ds Max 2010 (You will have to thank Björn for this one! :D )
Update#1:
GoMax v1.2
--
Fixed broken UVs when exporting from Z-Brush to 3ds Max
--
DOS command console is now runs minimized
--
Added toolbar icons
--
After ZBrush->3dsMax a realtime spherical environment mapping material is automatically assigned to the object in 3ds Max.
--
Normalmap Export
--
Object is replaced if it's selected when hitting Z-Brush->3dsMax
go_max_icons.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27179681%27,%27go_max_icons.jpg% 27,1,0%29)
----------------------------------------------------------------------------------
----------------------------------------------------------------------------------
----------------------------------------------------------------------------------
Hello!
I present to you GoMax v1.0,
a script that will allow you to quickly jump between Z-Brush 3.5 R3 and Autodesk 3ds Max 2010, pretty much like GoZ does.
Please check the readme.txt inside the zip file for more info!
I'm pretty sure you guys will like it :cool:
Video coming soon.........
- Norman
go_max_dialog.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27179355%27,%27go_max_dialog.jpg %27,1,0%29)
Latest Version Download
*** CLICK HERE *** (http://dl.dropbox.com/u/3715555/GoMax.mzp)
nerveink
02-04-10, 06:09 PM
thanks!!
goldenturd
02-04-10, 06:21 PM
Awesome! I'll test it out and post opinions later. Should come in handy while Zbrush 4 doesn't come out. :tu:
Thanks, but what about 3ds Max 2009 users?
Gunnahan
02-04-10, 06:44 PM
doesnt work for me...
looked promising at first but i think the folder names dont fit..
not everyone has C: as their primary/system drive.. maybe you should make that more flexible?
would love to have that though. since MAX and ZB is my combination exactly...
Cool tools***65292;It`s very usefull~!Thanks :tu:
Hellfire
02-04-10, 07:01 PM
Thanks, but what about 3ds Max 2009 users?:tu:
alannoon
02-04-10, 08:04 PM
Given my recent ZB-->max scale issues, I will definitely be trying this out.
Doesn't work for me ... send me this error:
" -- Runtime error: No such macro-script: ZBrush_Import"
and send me to the line #139 of the script:
macros.run "GoMax" "ZBrush_Import"
ZBrush is installed on my D: drive and i'm on windows XP... maybe this is the source of the problem?
Gunnahan
02-04-10, 08:22 PM
Doesn't work for me ... send me this error:
" -- Runtime error: No such macro-script: ZBrush_Import"
and send me to the line #139 of the script:
macros.run "GoMax" "ZBrush_Import"
ZBrush is installed on my D: drive and i'm on windows XP... maybe this is the source of the problem?exactly what i get.. my drives are labeled differently, but as i guessed before: its a problem with the fixed paths to C: ?
EDIT: hmm looking at the code maybe its not the fixed path.. installed gomax directory to c: and all references i found go to that.
nicholasmarks
02-04-10, 10:45 PM
didn't work for me either:(
Sorry
REALLY WANT IT TO THOUGH!!! BEEN GOING CRAZY WAITING FOR THIS!
Norman3D
02-05-10, 12:51 AM
Thanks, but what about 3ds Max 2009 users?I will not support anything bellow 3ds Max 2010, simply because some expressions in the script are 2010 only. I'm pretty sure it could be made 2009 compatible, although I have no idea how 2009 treats vertex IDs and such. I'm not a great maxscript either. That being said, anyone can feel free and dig into the code and make their own 2009 version. ;)
doesnt work for me...
looked promising at first but i think the folder names dont fit..
not everyone has C: as their primary/system drive.. maybe you should make that more flexible?
would love to have that though. since MAX and ZB is my combination exactly...The only folder that needs to stay in C:\ is the GoMax folder, Zbrush could be installed wherever you want.
For those of you getting an error, try to download the script again since I've fixed it now, hopefully.
Sigmund Hentze
02-05-10, 01:20 AM
Don't you have a PC one that works for Modo?
Or have I missed it somewhere along the line...
Ziggy
Norman3D
02-05-10, 01:26 AM
I have only made it 3ds Max compatible, since it relies on MaxScript, sorry. Although I could imagine that it's possible in Modo, if it uses some sort of scripting language.
CrazyMatt
02-05-10, 03:35 AM
I'm using Max 2010 and it's not working for me. I'm getting the same errors as everyone else has mentioned.
As for me, everything is installed where the readme says to place them.
Norman3D
02-05-10, 03:55 AM
ok, wait! NOW I know what the problem is! Sit tight fix is coming!
Norman3D
02-05-10, 04:03 AM
OK, fixed now!
How bizarre. I only posted 2 days back asking what had happened to it..... and lo and behold the next post has your script.
I'll check it out whilst we wait for the official version. Thnaks for posting.
El-d
CrazyMatt
02-05-10, 04:22 AM
Good work Norman, though I need to address a few things that don't quite make it GoZ just yet, but it's definitely a great resource until Pixologic releases the official.
- When exporting from ZBrush>Max, the plug-in doesn't automatically take you're Ztool down to it's lowest subdivision level before importing to Max. Which in this case, I hadn't thought of doing it. Because GoZ as I know, doesn't work that way. Which in the end, crashed Max.
- When going from Max>Zbrush, the polygroups I had once before stored on my Ztool are now removed.
Fix this, and you have a genuine gem ;)
work fine) thanks.:tu:
How about texture import/export support?
OHHH THANKS MAN...i will try it ... :tu:
joebount
02-05-10, 04:40 AM
Fantastic stuff, work like a charm !
My only crit is that the uvs are not automaticaly welded when you go from Z to Max. Except that, great stuff :)
TheLotus
02-05-10, 05:10 AM
Excellent Norman!!!
A small suggestion, if you do not make it more difficult:
icon.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27179443%27,%27icon.jpg%27,1,0%2 9)
***1055;***1088;***1086;***1089;***1090;***1080;***1090;***1077; ***1079;***1072; ***1072;***1085;***1075;***1083;***1080;***1081;***1089;***1082;***1080;***1081;.
Norman3D
02-05-10, 05:50 AM
- When exporting from ZBrush>Max, the plug-in doesn't automatically take you're Ztool down to it's lowest subdivision level before importing to Max. Which in this case, I hadn't thought of doing it. Because GoZ as I know, doesn't work that way. Which in the end, crashed Max.
Hmmm... what if you actually want to export the second subdivision? I mean, imagine you don't need, or don't want the first subdivision anymore, would you then remove it manually?
- When going from Max>Zbrush, the polygroups I had once before stored on my Ztool are now removed.
I will look into this! Thanks for pointing this out!
work fine) thanks.:tu:
How about texture import/export support?I'll work on this too! ;)
Fantastic stuff, work like a charm !
My only crit is that the uvs are not automaticaly welded when you go from Z to Max. Except that, great stuff :)Sounds like an easy fix! ;)
Excellent Norman!!!
A small suggestion, if you do not make it more difficult:
icon.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27179443%27,%27icon.jpg%27,1,0%2 9)
***1055;***1088;***1086;***1089;***1090;***1080;***1090;***1077; ***1079;***1072; ***1072;***1085;***1075;***1083;***1080;***1081;***1089;***1082;***1080;***1081;.Yep! Icon are on their way, too!
In general I think everything you mentioned is pretty doable, not sure about polygroups, I'll have to check. Sounds like an export option to me.
Woodys3d
02-05-10, 06:04 AM
Great work, I will test it as soon as I arrive home. Thanks for doing that job!
sspikedudley
02-05-10, 06:06 AM
- When going from Max>Zbrush, the polygroups I had once before stored on my Ztool are now removed.
Neither does GoZ as far as I am aware, so it must not be that easy to code in.
Norman3D
02-05-10, 06:11 AM
Neither does GoZ as far as I am aware, so it must not be that easy to code in.Isn't there an option, when exporting from Z-Brush, to either group or merge polygroups? Under the Export palette I mean...
sspikedudley
02-05-10, 07:01 AM
Unless I have something set up wrong somewhere
Before GoZ to Maya:
http://localhostr.com/files/82c9fd/Picture+2.png
After GoZ:
http://localhostr.com/files/673453/Picture+3.png
Stephenrminkin
02-05-10, 07:38 AM
hey,
Cant seem to get it to work. I'm getting a import problem with Zbrush through the max script window? I recently have updated 3ds Max 2010 with the "Connection Extension" release. Maybe the script needs tweaking to be compatible with the extension update?
thanks
-Stephen Minkin
Norman3D
02-05-10, 07:56 AM
hey,
Cant seem to get it to work. I'm getting a import problem with Zbrush through the max script window? I recently have updated 3ds Max 2010 with the "Connection Extension" release. Maybe the script needs tweaking to be compatible with the extension update?
thanks
-Stephen MinkinCould you give some more insight into the problem? What does the error message say exactly? Also maybe try to download the script again, since I have uploaded a new version couple of hours ago that was having some problems...
But yeah, please let me know what the error message said. ;)
henriquedw
02-05-10, 08:15 AM
that sounds nice, a version for max2009 would be cool though, since max2010 is just too heavy.
ok let me say something ...
... do you need someone who makes sweet love to you?...call me, I LOVE YOU!
i am totally excited about this script...THANKZ MAN !
"ADMIN PUT THIS TO TOPROW"
esepablo
02-05-10, 09:25 AM
thx it works now :)
Norman3D
02-05-10, 09:54 AM
that sounds nice, a version for max2009 would be cool though, since max2010 is just too heavy.heavy? you mean performance wise?
Blastamon
02-05-10, 10:11 AM
Just tried it out and oh man, this is fantastic.
CrazyMatt
02-05-10, 10:14 AM
Hmmm... what if you actually want to export the second subdivision? I mean, imagine you don't need, or don't want the first subdivision anymore, would you then remove it manually?If that is the case, then the user would/should manually delete that lower subdivision. Otherwise, as Pixologic stated and demonstrated. GoZ automatically takes you're high-resolution sculpt and brings it to its lowest subdivision level and sends it back to your chosen preferred application.
Darksharp
02-05-10, 10:20 AM
This is fantastic work Norman, thanks so much. Looking forward to the requested fixes as I agree with all of them.
joebount
02-05-10, 10:25 AM
Regarding the auto export for the lowest subdiv, I think the way you have implemented it is better. I can see myself needing to export another level than level 0.
Keep up the great work :)
Norman3D
02-05-10, 10:27 AM
If that is the case, then the user would/should manually delete that lower subdivision. Otherwise, as Pixologic stated and demonstrated. GoZ automatically takes you're high-resolution sculpt and brings it to its lowest subdivision level and sends it back to your chosen preferred application.ok then! Consider it done :)
Norman3D
02-05-10, 10:29 AM
Regarding the auto export for the lowest subdiv, I think the way you have implemented it is better. I can see myself needing to export another level than level 0.
Keep up the great work :)Right, but CrazyMatt has his point. Problem is, say you export subdivision 2, and after doing the changes in max, you hit the button, subdivision 1 will then be deleted anyway. So... I think it probably makes sense to let the user decide what the 1st subdivision should be. So how does GoZ do it again? It goes back to subdivision 1 automatically, right?
Amazing! works fine now!! Great job!
cgvinny
02-05-10, 12:13 PM
tested and approved ! this is excellent !
grooveholms
02-05-10, 04:16 PM
THANK YOU NORMAN.
:D
AndreHolzmeister
02-05-10, 07:18 PM
That's really sweet man! Thanks for your hard work on this, the max users applause you! I do!
About the goZ stuff... i could be wrong, but if i do remember it right, it takes you to the lower subd, so you can make structural changes in the lower subd and it takes back and make this changes reprojecting all the higher details on this modified lowpoly mesh, so you can change the structure but keep your sculpting.
Another very usefull and very important feature about this, is that it export it to your 3d package in the lower subdivision but with your higher subd baked in the normal map... am i wrong about this?
CrazyMatt
02-05-10, 09:20 PM
Another very usefull and very important feature about this, is that it export it to your 3d package in the lower subdivision but with your higher subd baked in the normal map... am i wrong about this?No, it's right.
But I won't ask too much of Norman for things along the lines of texturing, because right now. A easier method of modeling between the two packages is enough I'm sure to satisfy enough peoples palettes. As Pixologic I'm sure has a update coming sometime relatively soon from March (spring time, though just a guess). To permanently settle these needs in a manner that's not buggy.:)
Norman3D
02-06-10, 04:23 AM
That's really sweet man! Thanks for your hard work on this, the max users applause you! I do!
About the goZ stuff... i could be wrong, but if i do remember it right, it takes you to the lower subd, so you can make structural changes in the lower subd and it takes back and make this changes reprojecting all the higher details on this modified lowpoly mesh, so you can change the structure but keep your sculpting.
The script already does this ;)
Another very usefull and very important feature about this, is that it export it to your 3d package in the lower subdivision but with your higher subd baked in the normal map... am i wrong about this?I'll work on this!
Norman3D
02-06-10, 07:02 AM
I have just realized that, it's better to leave the subdivision thing as it is... In some circumstances, you might want to export the second subdivision from zbrush and take it to 3dsmax, in order to pose the model and then bring it back and preserve the first subdivision.
Also, I'm working on the other fixes ;)
Great work Norman3D :D thanks :)
joebount
02-06-10, 03:50 PM
I have just realized that, it's better to leave the subdivision thing as it is... In some circumstances, you might want to export the second subdivision from zbrush and take it to 3dsmax, in order to pose the model and then bring it back and preserve the first subdivision.
Also, I'm working on the other fixes ;)No freaking kidding !!! :lol:
Norman3D
02-06-10, 06:52 PM
I'm glad you guys are liking the script!
New update for you all! ;)
henriquedw
02-06-10, 08:20 PM
heavy? you mean performance wise?yeah, when it comes to work in the viewport, max2009 is "more smooth" than max 2010, even to startup 2010 takes more time .... this kind of stuff you know. I can still use 2010, but I rather use 2009 cause its faster (I was using 2008 until 2 months ago |o|)
I understand if you not gonna make a suport for 2009. Good initiative anyway!
Björn Albihn
02-06-10, 11:56 PM
First of all, great job. I learned Zscript to do a similar tool but you got to it faster than me. I think we can all agree that we are very happy to get this functionality now and not having to wait any longer. :tu:
Since you said earlier that we could dig in the code, I used my Maxscript knowledge to edit some of the MAX-side your script.
[UPDATE: The tweak now works for max 2010, 2009 and max9 (and possibly other versions too.
http://www.zbrushcentral.com/showpost.php?p=656111&postcount=66
The zip file here is updated too]
HOWEVER the user must setup the Import and Export settings himself (I think it remebers last used settings, not sure though).
I added some features as well,
*A check if there is a object selected before attempting an export
*A check if the user wants to replace selection with the Zbrush tool, since this action cant be undone , I thought it would be nice.
*A check if there is a normal map file to avoid an error message. However if there is an "old" normal map file it will use this one, but the user can quickly fix that.
Check the uploaded zip file for instructions on installation.
Finally, anyone with some scripting knowledge can probably put together a import for another program. The functuionality seems to be mainly run through the .bat files so it should be quite simple to do this in MEL for instance. Depends on what happens inside nircmdc.exe but I will see if I can do anything for Maya later on, Modo however I have no access to or experience in, sorry.
Norman: If you want to add any part of my code to your next release, feel free. Also you can contact me if you want to discuss anything regarding my changes or if there is something I can do to improve this script more :)
Thanks again.
Bjorn.
Norman, maybe you can help me.
I'm using 3ds Max 2010, fully updated with the latest hotfixes/service pack.
I'm using Zbrush 3.5R3
I installed GoMAX via the instructions and I'm able to open the script in Max.
I select a edit poly that I want to export and bring into Zbrush and I hit the GoZbrush button, I see a dialog come up/dos window etc (which seems normal).
It then switches me over to Zbrush, but it doesn't import anything!
and If I try to go Zbrush --> Max, it freezes my Max 2010!
No error messages or anything, the only thing wrong is it's not sending/recieving the mesh from one program to another.
Morph Division
02-07-10, 03:09 AM
any chance of a go maya?
Norman3D
02-07-10, 04:06 AM
First of all, great job. I learned Zscript to do a similar tool but you got to it faster than me. I think we can all agree that we are very happy to get this functionality now and not having to wait any longer. :tu:
Since you said earlier that we could dig in the code, I used my Maxscript knowledge to edit some of the MAX-side your script.
I have made a catch/try for the parts that require max 2010 so this version MIGHT work for earlier versions. HOWEVER the user must setup the Import and Export settings himself (I think it remebers last used settings, not sure though).
Can anyone with a earlier verison of max try this and get in contact with me? I will try to get a hold of a max 9 trial to test it out as soon as possible but I'm not sure where to find that as Autodesk doesn't seem to have them online and we only have Max2010 at work.
I added some features as well,
*A check if there is a object selected before attempting an export
*A check if the user wants to replace selection with the Zbrush tool, since this action cant be undone , I thought it would be nice.
*A check if there is a normal map file to avoid an error message. However if there is an "old" normal map file it will use this one, but the user can quickly fix that.
Check the uploaded zip file for instructions on installation.
Finally, anyone with some scripting knowledge can probably put together a import for another program. The functuionality seems to be mainly run through the .bat files so it should be quite simple to do this in MEL for instance. Depends on what happens inside nircmdc.exe but I will see if I can do anything for Maya later on, Modo however I have no access to or experience in, sorry.
Norman: If you want to add any part of my code to your next release, feel free. Also you can contact me if you want to discuss anything regarding my changes or if there is something I can do to improve this script more :)
Thanks again.
Bjorn.
wow! ok great Bjorn!! This is great! I'll be implementing the catch/try parts for the selected object when exporting and the catch/try for versions bellow 3dsMax 2010.
I think I can get ahold of a 3dsMax 2009 version, and figure out what options need to be checked in the export dialog! I'll contact you later!
Thanks again :)
Norman, maybe you can help me.
I'm using 3ds Max 2010, fully updated with the latest hotfixes/service pack.
I'm using Zbrush 3.5R3
I installed GoMAX via the instructions and I'm able to open the script in Max.
I select a edit poly that I want to export and bring into Zbrush and I hit the GoZbrush button, I see a dialog come up/dos window etc (which seems normal).
It then switches me over to Zbrush, but it doesn't import anything!
and If I try to go Zbrush --> Max, it freezes my Max 2010!
No error messages or anything, the only thing wrong is it's not sending/recieving the mesh from one program to another.
Sounds strange, as if the program can't write the obj. You see, it is saved temporary in the GoMax folder. Try to export an obj manually and save it as GoMax.obj in your GoMax folder. Are you able to save it? The only other thing that I can think of, is that maybe you did not install it correctly?
Also try to apply a UV before doing any export/imports
Norman3D
02-07-10, 04:08 AM
any chance of a go maya?I'm pretty sure it's possible. I just don't know MEL scripting. Also I believe you can export from Z-Brush as an ma file with everything in. So it would be much easier. And as Bjorn said, the exe file in GoMax and the macrospit do the heavy lifting, so I don't see why this wouldn't be possible.
Just need to find a MEL scripter :P
Clappy71
02-07-10, 07:42 AM
Norman your a god among men! Thanks for this, it is a real time saver.:D
Matt
CompanionCube
02-07-10, 08:15 AM
your amazing dude!
can't wait to see how this develops
EDIT
one problem i seem to have is my computer/max doesn't seem to like that directX shader. max viewport freezes once i open the material editor, but before that its ok.
running 3ds max 2010 sp1 + hotfixes, xp64, and nvidia gtx285.
CrazyMatt
02-07-10, 09:13 AM
OK, as great as the plug-in might be for everyone else. I appear to have zbrush crash every time I edit the topology on a head or a fairly dense piece of geometry, for example...
Case scenario - I open up both applications, I load up my ZTool I want to work with. After wards, I press the ZBrush>Max button, and get the head and the normal map into Max. (So far so good)
Now, with that head inside Max, I add a few edge loops, add some extrusions, and extend the model out further. I press the Max>ZBrush button. ZBrush then receives an incoming transfer of information about the newly edited topology and starts re-projecting. End case scenario, it crashes EVERY time.
My end gripe is the current GoZ that is available by default in 3.5 works when I do what I just exampled. But when I use your plug-in, it crashes ZBrush.
Norman3D
02-07-10, 09:24 AM
OK, as great as the plug-in might be for everyone else. I appear to have zbrush crash every time I edit the topology on a head or a fairly dense piece of geometry, for example...
Case scenario - I open up both applications, I load up my ZTool I want to work with. After wards, I press the ZBrush>Max button, and get the head and the normal map into Max. (So far so good)
Now, with that head inside Max, I add a few edge loops, add some extrusions, and extend the model out further. I press the Max>ZBrush button. ZBrush then receives an incoming transfer of information about the newly edited topology and starts re-projecting. End case scenario, it crashes EVERY time.
My end gripe is the current GoZ that is available by default in 3.5 works when I do what I just exampled. But when I use your plug-in, it crashes ZBrush.ok, could you try to do it manually? take the mesh from max, export it as obj, and import it in Zbrush. Tell me what happens!
Clappy71
02-07-10, 09:33 AM
Further to my last post:
Would be awesome if:
1) textures (diffuse, AO, etec..) were also sent.
2) the ability to import several subtools into Max. Currently, if you GoMax a second object into the Max scene the original objects normal map gets overwritten.
Other than that, it works as advertised. And no crashes for me, on either end. Great work.
Matt
thnz Norman3D,:D
If you could add the ability to tranfere textures(diff,spec,bump,cavity etc..) between the applications it would been perfect, but stilll thanz for the plug-ins is at huge time saver for my workflow because I do a'lot of rapidprototyping ...
and no crash for me either;)
PSTCHOART
02-07-10, 01:30 PM
this script is great , but i use 3ds max 2009 64bit , i was possible to have this on 3ds max 2009 ?
Thanks
cetrian
02-07-10, 02:03 PM
i have nothing to say but TAHNK YOU VERY MUCH NORMAN 3D!!!! this is a great plugin man, you deserve a lot because of your great help for the community, thank you very much man, god bless you ;)
Björn Albihn
02-07-10, 10:01 PM
Hi guys.
I got a hold of a max 9 and 2009 trial, so I have modified and tested the MAXscript on these versions. Might work on other versions too.
The main task of moving data back and forth with a single click works now, thanks to Normans bat and exe.
However I had to remove the material setup so no normal maps, and I still havent begun a workaround for letting the script set up the import and export dialog. Therefore the user must setup the Import and Export settings himself. I think it remebers last used settings, so export and import an obj for zbrush with good settings and then run the script.
Please tell me if anything else gets weird on the max side, I will see if I can find an appropriate method in the older versions to do what is done in the max 2010.
Again, you need the original installation to make it work, this is only an edit of the UI and functionality inside max.
Norman3D
02-08-10, 01:19 AM
Perfect! I may have an idea as to why the material setup does not work, but it's easily fixable :p
Also guys, we will most probably merge Björns tweaked version with the original one in the very near future ;)
By the way... matcap export is coming! :cool:
PSTCHOART
02-08-10, 01:36 AM
Great work , now it's work for 3dsmax 2009
thanks so much Norman3D and Björn Albihn - you are a genius ;)
Thanks guys ... really appreciate your work! :tu:
cgvinny
02-08-10, 08:24 AM
Just a question :
how would you proceed to add the icon to the 3dsmax toolbar ?
I read you readme, but i can't find the Norman3d category : I guess it is normal, cause your script is not in the macroscript folder at launch so it can't be in the customize list right ?
So how can I proceed ?
Thx !
Norman3D
02-08-10, 08:42 AM
Just a question :
how would you proceed to add the icon to the 3dsmax toolbar ?
I read you readme, but i can't find the Norman3d category : I guess it is normal, cause your script is not in the macroscript folder at launch so it can't be in the customize list right ?
So how can I proceed ?
Thx !First you would need to atleast run it once, through the Maxscript/run option.
Then you need to go to Customize/Customize User interface, hit the "toolbar" tab and then category "Norman3D"
cgvinny
02-08-10, 09:17 AM
OK thx it works perfectly !
One minor interface bug : the Gomax Button doesn't check if the panel is already present so if you click 20 times, you have 20 panels ;) .
Norman3D
02-08-10, 09:31 AM
OK thx it works perfectly !
One minor interface bug : the Gomax Button doesn't check if the panel is already present so if you click 20 times, you have 20 panels ;) .Ok thanks! I think we will be removing that dialog in the future anyway and replace it with something better ;)
simple question I night be overlooking something because its 4am here. Viewport displays nicely(as the directx shader has the the normals and such). Rendering in Max doesnt work. meening it renders the model but no other info(normal and Material) Do I have to add the normals in to a shader manually?
Norman3D
02-08-10, 12:35 PM
simple question I night be overlooking something because its 4am here. Viewport displays nicely(as the directx shader has the the normals and such). Rendering in Max doesnt work. meening it renders the model but no other info(normal and Material) Do I have to add the normals in to a shader manually?I'm aware of this. Will be fixed in the future, too. But you will need to render with mentalray, since it has a shader that supports spherical environment mapping.
seraph769
02-08-10, 01:21 PM
Any chance a Softimage version of Goz might be in the works. I have tried the Goz in Max 2010 that Norman3D created and it works great. No more going through export menus just to export objs which in my opinion disrupts creativity. Although I am familiar with the Max interface I am just not feeling it. I am more of a Softimage user and I am much more comfortable working within Softimage. So if there are any Softimage scripters out there who would be willing to work with Norman3D on a Softimage Goz it would be greatly appreciated as I am not proficient enough in Softimage scripting. Anyone?
Norman3D
02-08-10, 01:32 PM
I'm also looking for a MEL scripter for Maya who is willing to join the team :)
Hey 3DNorman :D
Sorry not good at mel-script only actionscript if you can use that hehe...
but if I unwarp my UV externt in headus UV-layout and export it to 3d max again with gomax my UV is'not unwarp..strange seems to only work if i use internale UV like
PUV titles in zbrush etc..
Beowulf
02-08-10, 04:09 PM
I am seeing very similar issues to what C_J_E os seeing. Downloaded and installed GoMAX 1.2.
Max 2010 x64, service pack 1, hotfix. If I run both Max and zbrush 3.5r3 fresh, I can sometimes get one transfer to zbrush from Max. Other times it is erratic and won't transfer anything to ZB on a fresh launch of both. As yet have not gotten anything back to Max without it crashing or two subsequent Max to Zbrush transfers. Any attempt to return zbrush to Max crashes Max. At a total loss, as my coworker with the same system (albeit a different config) is having no issues at all and I want to punch his face. :)
Norman3D
02-08-10, 04:15 PM
I am seeing very similar issues to what C_J_E os seeing. Downloaded and installed GoMAX 1.2.
Max 2010 x64, service pack 1, hotfix. If I run both Max and zbrush 3.5r3 fresh, I can sometimes get one transfer to zbrush from Max. Other times it is erratic and won't transfer anything to ZB on a fresh launch of both. As yet have not gotten anything back to Max without it crashing or two subsequent Max to Zbrush transfers. Any attempt to return zbrush to Max crashes Max. At a total loss, as my coworker with the same system (albeit a different config) is having no issues at all and I want to punch his face. :)Could you describe a bit more what happens on the Z-Brush side before the crash of 3dsMax happens?
Norman3D
02-08-10, 04:16 PM
Hey 3DNorman :D
Sorry not good at mel-script only actionscript if you can use that hehe...
but if I unwarp my UV externt in headus UV-layout and export it to 3d max again with gomax my UV is'not unwarp..strange seems to only work if i use internale UV like
PUV titles in zbrush etc..What happens if you make your own UVs in 3ds Max? That should work.
It sounds to me as if when you are importing the obj from UVlayout, that you are not importing the UVs. Make sure you have the Texture Coordinates checked when doing so.
Beowulf
02-08-10, 05:17 PM
I've been trying for the last half hour to get anything to transfer from max into zbrush, and simply can't get GoMAX to work at all now, to even provide the info. I used 1.1 before and could at least get it to transfer in but now 1.2 seems entirely untestable. I'll try to revert to 1.1 and see if I can at least get a testable scenario.
CrazyMatt
02-08-10, 05:23 PM
Every time I send something I've edited in Max back into ZBrush. ZBrush does an immediate crash.
Whereas importing the obj files seem to work flawlessly.
Hi!
it´s a great script!! only I have a simple Scale problem:
When export to ZB, try to use MOVE brush...it only moves a short distance....I can fix this in Tool>Deformation>Unify
But it change the model scale...when I re-import to MAX, the object is very little.
Anibody with this Issue?
Beowulf
02-09-10, 07:30 AM
Alright...so I got it working. I am currently running the version 1.1.
I ended up completely rebooting my machine, and starting from a fresh everything. But the most notable thing is that in restarting Max after reboot it took *forever* to launch. I killed it and renamed the 3dsMax.ini file in the users/*user*/appdata/local/autodesk/3dsMax/2010/64bit/enu directory and relaunched Max.
Launched Zbrush. Opened a file in Max, selected geometry, GoMax: Max>Zbrush. Worked like a champ. Went to Zbrush, made a little modification, back to Max, GoMax: Zbrush>Max. Worked like a champ.
In letting Max rebuild the ini file it reset the keyboard shortcuts. In curiosity I loaded my old settings, and restarted Max. GoMax still works. However, there are settings Max will use that are not contained within the Save/Load ui that are soley housed in the ini file, for instance your gizmo size and potentially some export options. I'm willing to fix these by hand to get the script to work, but it may be of help to anyone seeing these unpredicted behaviors to look at the ini issue.
My coworker's face is spared. :)
Norman3D
02-09-10, 07:51 AM
huh? I still don't quite get how different hotkeys or anything in the ini file could affect the script. O_O But good to know that it's working now.
Every time I send something I've edited in Max back into ZBrush. ZBrush does an immediate crash.
Whereas importing the obj files seem to work flawlessly.You will need to provide more detailed info. Have you tried doing this manually? Does it work?
Norman3D
02-09-10, 02:54 PM
New version out! Go grab it on the first page!!! Thanks once again to Björn, specially for the compatibility, we still have a loooot of work to do, though ;)
Sathanael
02-09-10, 03:22 PM
Guys greta job on this amazing initiative, I will help only as a beta tester because the only programming I do is the microwaves to heat up my food :D cheers to you guys and keep up the good work!:tu::tu:
ZGI BOX
02-09-10, 03:30 PM
hey Norman3D. i will love to know if there is a way that i can do the same thing or if there is a plug in like this one for lightwave or cinema 4d
:D
Norman3D
02-09-10, 03:34 PM
hey Norman3D. i will love to know if there is a way that i can do the same thing or if there is a plug in like this one for lightwave or cinema 4d
:DNope, I only know maxscript... but... as I said, most of the work is done through the exe file and the Zbrush macros. You would "just" need a script to work with your 3d package ;)
InkySpot
02-09-10, 03:53 PM
Norman, if you can make one for Maya I would love you, in a manly, buddy, friend sort of way. I wish I could help :(
Sathanael
02-09-10, 03:55 PM
norman I get the following error when i export from zbrush to max, using the macro button.i scanned the previous posts and didnt find someone complaining about this error so I decided to post here. :D
error_gomax.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27180267%27,%27error_gomax.jpg%2 7,1,0%29)
Ps: might have fround ze problem! lol
No I didnt.. I thught was the caption on the O on the GoMax directory.. i change dbut didnt go trough still
Norman3D
02-09-10, 04:04 PM
Your folder structure needs to match the one in the path. It could also be, that for whatever reason, you don't have the rights to write a file in that folder. Please double-check your GoMax installation!
Sathanael
02-09-10, 04:13 PM
You were right I was an idiot I didnt realize winzip created a Gomax folder outside the original Gomax folder. my bad :D thanks for the quick response!
ryanwyc
02-09-10, 05:57 PM
THANK YOU! Björn Albihn (http://member.php?u=20177) :lol:
Thanks guys) :tu:
How about automatic installer for your script? Maybe in future?
User specify 3dmax and zbrush folders and installer make everything else.
PSTCHOART
02-10-10, 02:31 AM
new update is awesome !!!!!! thanks so much guys
MSMBrush
02-10-10, 04:20 AM
Cheeeeeeeeeeeeeers Working here
Norman3D U r grate :) :D :b4: :b4: :b4: :tu: :tu: :tu: :tu:
cgvinny
02-10-10, 08:53 AM
1.3 rocks but I still have some problems :
the script generates a diffuse map but it is not usable :
it is still up side down so I have to flip it manually in Photoshop
and one I apply it in the diffuse map slot, it really "burns" the color : I guess it is because the litsphere is in additive mode, instead of multiply mode ?
Or do I have to set some thing else ?
Norman3D
02-10-10, 09:54 AM
1.3 rocks but I still have some problems :
the script generates a diffuse map but it is not usable :
it is still up side down so I have to flip it manually in Photoshop
and one I apply it in the diffuse map slot, it really "burns" the color : I guess it is because the litsphere is in additive mode, instead of multiply mode ?
Or do I have to set some thing else ?Well, the script does not generate a diffuse map, it creates a sphere map. You can ofcourse create a diffuse map yourself, in that case, if you want to add it to the material, you will have to decrease the litsphere itensity to 0,5.
cgvinny
02-10-10, 11:35 AM
Well, the script does not generate a diffuse map, it creates a sphere map. You can ofcourse create a diffuse map yourself, in that case, if you want to add it to the material, you will have to decrease the litsphere itensity to 0,5.
Ok it is beacause there is a gomax.bmp which is created in the gomax file, and it is the diffuse map of my model : should be generated automatically at the export.
It would be cool though if the diffuse map would be generated from polypaint or from an existing texture map and then that it blends perfectly in max (I mean to have a visual close to what we have in Zbrush).
Thx for sharing this awesome tool !
TheLotus
02-10-10, 11:47 AM
Unfortunately Update # 2: GoMax v1.3 I not worked-Crash programs ((
Norman3D
02-10-10, 12:00 PM
yes sure! This is another feature I'll be working on. But we have other priorities at the moment. ;)
Unfortunately Update # 2: GoMax v1.3 I not worked-Crash programs ((
You will need to specify more than that. :/
davidfillups
02-10-10, 04:31 PM
whenever i try to bring a mesh into max from zb using go max it just crashed both programs. is anyone else having this problem?
Clappy71
02-10-10, 06:47 PM
Hey Norman3D - thanks for your time and effort.
As mentioned above, it would be awesome if the diffuse file was automatically mapped to the shader created in Max and visible.
Also, what is currently a huge pain in the Max Zbrush workflow, is getting all the maps (normal, displacement, diffuse) exported from multiple subtools.
If GoMax could extract all the maps from all the subtools and zap them into Max, well than sir you would the king.
Is this possible? Or a pipe dream?
Matt
Norman3D
02-11-10, 01:18 AM
It is possible, but not just yet.... But I'm confident we'll be able to do it.
cgvinny
02-11-10, 07:36 AM
I have have it when Zbrush is going out of memory : it crashes Zbrush, then it makes a fatal maxscript error due to missing informations then Max crashes as well.
But it only happens after few exports
Björn Albihn
02-11-10, 08:19 AM
Hi guys.
I'm sad to hear that for some of you it doesnt work. Only thing I can say is that if many other can run the script, you have probably either done some part of the installation wrong (most likely) or have something conflicting with your computer (and that could be anything from plugins in either program to your user settings in windows to your hardware, if you try to import 5 million polygons and your computer can't handle it, it will stall for a while or crash).
However, I'm trying to fix any bugs that I can find on the max-side so if you can describe what acts up I might be able to debug the maxscript at least. But just reporting a plain crash witout error message or dump form maxscript isnt getting me anywhere. I need to know if the crashes are consistent, if you have a scenario i can reproduce, a mesh that just wont be transfered and so on. If you try to move that 5 million polygon mesh and it works with something lighter, I think you can figure out what is wrong. (check above :P )
I'm doing this on my spare time so I cant promise anything but I'm happy to help (and also keep Norman pumped up to put in more features for all of us :D )
And I'm also working on a Maya port. Unfortunately my MEL isnt as good as it once was so its very buggy right now. I hope to be able to give it to you in some state before I leave for holidays on saturday though :) After I come back I might poke my head into some other software and see if I can get anything done there... request and bribes can be sent to my mail :D
cgvinny
02-11-10, 09:11 AM
Personnaly i am always at my ingame mesh resolution when i run the script, but sometimes (even without GoMax) Zbrush is running out of memory while baking textures. and then it makes the script crash cause it can't find a texture i guess (if I have the message agin, i'll send it to you.).
Thx for your effort, and be sure that all the community appreciate what you guys are doing
Norman3D
02-11-10, 09:53 AM
Personnaly i am always at my ingame mesh resolution when i run the script, but sometimes (even without GoMax) Zbrush is running out of memory while baking textures. and then it makes the script crash cause it can't find a texture i guess (if I have the message agin, i'll send it to you.).
Thx for your effort, and be sure that all the community appreciate what you guys are doingYou should check your mem properties in Zbrush, you might have to tweak the values there.
dtkubina
02-11-10, 04:34 PM
I'm having problems with consistency, sometimes when I alter the topo in max it comes over fine. Other times i change the same mesh it just imports the mesh as sub_0 and deletes my higher subs. Any ideas?
Norman3D
02-11-10, 04:48 PM
I'm having problems with consistency, sometimes when I alter the topo in max it comes over fine. Other times i change the same mesh it just imports the mesh as sub_0 and deletes my higher subs. Any ideas?This could only happen if you had the highest subdivision active when bringing it from 3dsMax -> Zbrush.
If you forgot to move it down to the proper subdivision, it may kill everything that is under it, in your case, everything but the last subdivision, which was then overwritten by the mesh you had in 3ds Max
dtkubina
02-11-10, 05:09 PM
Yep, that was it! Thanks a million for putting this out Norman, you've saved many many people from wasting a lot of time and energy.
lodenfactory
02-11-10, 06:25 PM
Guys thank u so much, it's a real gift to the community and everything works like a charm! The tool is just great!
Thank you for sharing ;)
Deathmetallist
02-11-10, 11:37 PM
hmmm I can get it to dislay a normal map in max ... but can I export with a displacement map for rendering in max ? where are the settings ?
Norman3D
02-12-10, 01:18 AM
hmmm I can get it to dislay a normal map in max ... but can I export with a displacement map for rendering in max ? where are the settings ?You can't do it yet... but you will... in the future. You can of course always do it manually
dtkubina
02-12-10, 07:50 PM
Any possibility of adding the ability to transfer the smoothing groups from max to Z? They had the script for 3.1 but its MIA now.
Darukin
02-14-10, 06:56 AM
Great work Norman3D and nice demo!
Was this all in MaxScript and ZScript then?
Cheers, once again great work!
Norman3D
02-14-10, 07:00 AM
Great work Norman3D and nice demo!
Was this all in MaxScript and ZScript then?
Cheers, once again great work!It's maxscript, where by the way Björn is helping out A LOT, zscript, nicmdc.exe and bat files ;)
Thanks for this great EPIC plugin :D
My workflow rely heavily on switching between max and zBrush. Your plugin makes this the switching over and over much more faster and much more fun.
Thanks really I didn't expect to get something like this till zbrush4 :)
joebount
02-14-10, 09:34 AM
Seriously, big huge thanks dude.
I still have to try the updated plugin but what you are doing is fantastic :)
dustinbrown
02-14-10, 10:24 AM
I'm curious, has Pixologic taken notice of this and contacted you about it at all?
Norman3D
02-14-10, 10:57 AM
I'm curious, has Pixologic taken notice of this and contacted you about it at all?nop, not at all :p
ryanwyc
02-14-10, 12:33 PM
Norman THANK YOU.
Björn Albihn THANK YOU again.
I just tried it out, and it worked without any problem.(I'm using Max 2009)
Max FX shader included is awesome.
I have a question. Before I ask you,
here is my work flow:
1. In zbrush, I used the 'GoMAX_Export' macro to export my low poly mesh.
2. In Max, I click 'From Zbrush' to import mesh.
3. I did my thing in Max and click 'To Zbrush' to export to ZB.
4. In ZB, everything is there, no problem.
Now from this point on, just clicking the 'From Zbrush' and 'To Zbrush' in Max is all I needed to go back and forth between ZB and Max. again no problem. My question is
When do I use 'GoMAX_Import' macro?
PS. want to point out the description in 'GoMAX_Export' macro should be
"This will export the mesh to 3dsmax" not 'from' :D
Norman3D
02-14-10, 12:45 PM
Norman THANK YOU.
Björn Albihn THANK YOU again.
I just tried it out, and it worked without any problem.(I'm using Max 2009)
Max FX shader included is awesome.
I have a question. Before I ask you,
here is my work flow:
1. In zbrush, I used the 'GoMAX_Export' macro to export my low poly mesh.
2. In Max, I click 'From Zbrush' to import mesh.
3. I did my thing in Max and click 'To Zbrush' to export to ZB.
4. In ZB, everything is there, no problem.
Now from this point on, just clicking the 'From Zbrush' and 'To Zbrush' in Max is all I needed to go back and forth between ZB and Max. again no problem. My question is
When do I use 'GoMAX_Import' macro?
PS. want to point out the description in 'GoMAX_Export' macro should be
"This will export the mesh to 3dsmax" not 'from' :Dhehe, you should completely forget about the macros, only use the From Zbrush and To Zbrush buttons in 3ds Max.
ryanwyc
02-14-10, 12:52 PM
hehe, you should completely forget about the macros, only use the From Zbrush and To Zbrush buttons in 3ds Max.I'm Happy Now:D
beetledig
02-14-10, 01:57 PM
Norman3D great plugin! Thnx.
I have a question. In the video, at 1:49 you typed a command, like relax (no matter). What floating window it was. How did you run it?
I have a question I 'am new to Fx shaders, but it render inside 3ds max viewport (which is very cool!!) but can it also setup to render like in a normal render window(scan,vray,mental) ?:confused:
Norman3D
02-14-10, 02:17 PM
I have a question I 'am new to Fx shaders, but it render inside 3ds max viewport (which is very cool!!) but can it also setup to render like in a normal render window(scan,vray,mental) ?:confused:Nope, not as far as I know, but I'm working on it!
I found this link if it's helps :confused:
http://www.gamasutra.com/features/20060524/puech_01.shtml
esepablo
02-14-10, 08:22 PM
once again i drop by to say thanks :)
Hi Norman!
I tested 1.4 ver. with MAX units system in "meters" and it works fine...but if I use "centimeters", the model in ZB is too big, and the move brush did not work well...it is limited.
Do you konw i f there is an option setup to fix this? I usually work with centimeter as my system unit in MAX.
Thanks for your work!!! and your time :)
Norman3D
02-15-10, 05:23 AM
Hi Norman!
I tested 1.4 ver. with MAX units system in "meters" and it works fine...but if I use "centimeters", the model in ZB is too big, and the move brush did not work well...it is limited.
Do you konw i f there is an option setup to fix this? I usually work with centimeter as my system unit in MAX.
Thanks for your work!!! and your time :)What do you mean the move brush did not work? O_O
It's the second time I have heard this, but I have not been able to reproduce the problem.
In theory "size does not matter" in ZBrush...
If you could give me more details, I'll greatly appreciate it!
boblenain
02-15-10, 05:26 AM
Great script! Works well. Nothing to declare... for the moment! ;)
Hi Norman!!
I made a video and uploaded to megaupload
http://www.megaupload.com/?d=H2KMX0HF
I hope you like it...but my english is ver baaad wow...really bad :P
joebount
02-15-10, 05:59 AM
Hi Norman,
I just tested the 1.4 and it makes ZBrush crash whenever I try to export.
Just to precise, my mesh had uvs, and I also tried with GUV.
Would it be possible to have a version of the script with just the import/export without the texture baking and shading part ?
Cheers,
Matth
Norman3D
02-15-10, 06:39 AM
Hi Norman,
I just tested the 1.4 and it makes ZBrush crash whenever I try to export.
Just to precise, my mesh had uvs, and I also tried with GUV.
Would it be possible to have a version of the script with just the import/export without the texture baking and shading part ?
Cheers,
MatthYou mean it crashes when you export from Zbrush to 3dsMax?
And it makes Zbrush crash... that is indeed weird :S
And yes I've been thinking of doing a lite version, too.
The idea was to create a Setting menu where you could select what should be export/imported. But there is still a lot we have to do...
So a lite version sound the way to go, for now at least.
Hi Norman!!
I made a video and uploaded to megaupload
http://www.megaupload.com/?d=H2KMX0HF
I hope you like it...but my english is ver baaad wow...really bad :P
I'll have a look later today! Thanks!
ncollings
02-15-10, 09:09 AM
Hi Norman,
I just tested the 1.4 and it makes ZBrush crash whenever I try to export.
I have the same issue here, the Z to Max import is ok but the Max 2 Z export makes Zbrush Crash.
Also when i click the Zbrush to Max button, the uvs of my model seems to change to a top projection, instead of my orginal uvs. so the exported maps do no longer match the uvs . :/
I'm using ZB3.5 R3 with 3dsmax 2008. maybe that's the probleme.
Anyways thanks for the plug, that's awesome :tu: , hope it will eventually works for me as well :p
Norman3D
02-15-10, 09:54 AM
I have the same issue here, the Z to Max import is ok but the Max 2 Z export makes Zbrush Crash.Could you maybe find out, when exactly this happens? What does Zbrush's progress bar say when the crash happens? Have you added extra topology in 3dsMax or have you just moved verts around?
Also when i click the Zbrush to Max button, the uvs of my model seems to change to a top projection, instead of my orginal uvs. so the exported maps do no longer match the uvs . :/It could be that the object is being imported into 3dsMax without TextureCoordinates. This can happen in every version bellow 3dsMax 2010. Simply because there is no way for me to tell 3dsMax which settings to use for import or export. Instead, what it does, is use the last known settings. So you'll have to import an obj manually and set the settings properly, atleast once. So, yeah, go ahead and try to import an obj with the "Texture Coordinates" checkbox checked. And try the script again.
Please let me know if this fixes it!
AndreHolzmeister
02-15-10, 10:40 AM
Hi Norman, thanks dude, this is working great here! Really thanks for your time and effort into this! It looks much more robust now than in v1.0 when i first tested.
If i get any of the problems the guys are experiencing i will report it here, for now i have imported my mesh from zbrush, remade some topology, deleted some poligons and reimported it with no problems... but did this on the lower subdivision.
joebount
02-15-10, 04:17 PM
Allright, I tried at home, same softwares and it works perfectly. The only difference is that I am running windows xp 32 at work and 7 home 64bits at home...
The export works like a charm, a cool feature would be to increase the edge bleeding when you generate the textures so you do not see the seems in Max.
I hope you will be able to find a solution to our problem.
Anyway, fantastic job, 10000 thanks :) :tu:
henriquedw
02-15-10, 11:36 PM
after found this script and been tracking this thread, I finally decided to try this out. I have tried it with max 2009 and Windows Seven 64, here are my comments:
- works perfectly, no crashes (so far) :tu:
- it add the zbrush material to the model in max. point to the script :tu:
- it fix the broken uvs(annoying stuff). big point to the script :tu:
- some times it try to import from zbrush and for more than 1 min it doenst happen, doenst crash though and it can be canceled. :ex:
- I have found the same problem that people have talked about. The very small range of the move brush in zbrush. And I tried a lot of situations with both, model that has passed through Zbrush and brand new one. This problem has happened on this particular situation:
> open max > import the model
> open zbrush 3.5 R3. It will load the Polyshpere_1 tool
> without drop/release the Polyshpere_1 in zbrush, back in max select the model and hit "To Zbrush". It will replace the Polyshpere_1 with the model coming from Max.
Here is when the problem apear. The model comes too big (dont know why) and the move brush work with a very limited range.
In theory "size does not matter" in ZBrush... look like it matter for the move brush. Im just guessing, but look like the move brush has certain amount of range that doesnt follow the size of the model. It means that if your model is too big the range gonna look very limited, as well as if you model is too small, the range gonna be huge, and you prolly not gonna notice the diference on this case.
You can try this just playing with the size slider in the deformation pallete. Set the slider to "100" 10 or 20 times positive or negative and you gonna have this problem.
Anyway, for me this problem just happened on that situation that I mentioned. So my sugestion to who is getting that is when the Polyshpere_1 tool loads up, select another tool or the SimpleBrush right away. if you just drop the tool on the canvas, but the tool is still selected in the tool pallete, the problem still gonna happen.
Just to make note, this problem doesnt happen when I tried to import the model directly in zbrush, in the same situation.
Continuing...
- it doesnt keep the smoth groups :td: (dont know if its possible, no big deal then)
One more comment: would make more sense to me to have a button "GoMax" in Zbrush and another button "GoZbrush" in max, instead both in max.
Awesome Script after all! Thanks and cograts for the work!
Well, thats it for now, sorry if it was long! |o|
CYA
Norman3D
02-16-10, 06:19 AM
The export works like a charm, a cool feature would be to increase the edge bleeding when you generate the textures so you do not see the seems in Max.Yes, I noticed that as well, is it at all possible to change this within Zbrush?
- I have found the same problem that people have talked about. The very small range of the move brush in zbrush. And I tried a lot of situations with both, model that has passed through Zbrush and brand new one. This problem has happened on this particular situation:
> open max > import the model
> open zbrush 3.5 R3. It will load the Polyshpere_1 tool
> without drop/release the Polyshpere_1 in zbrush, back in max select the model and hit "To Zbrush". It will replace the Polyshpere_1 with the model coming from Max.
Here is when the problem apear. The model comes too big (dont know why) and the move brush work with a very limited range.
look like it matter for the move brush. Im just guessing, but look like the move brush has certain amount of range that doesnt follow the size of the model. It means that if your model is too big the range gonna look very limited, as well as if you model is too small, the range gonna be huge, and you prolly not gonna notice the diference on this case.
You can try this just playing with the size slider in the deformation pallete. Set the slider to "100" 10 or 20 times positive or negative and you gonna have this problem.
Hmmm interesting... If it only happens in that case, I can change the zscript so that, if you have the polysphere activated it clears the canvas and imports the obj as usual.
- it doesnt keep the smoth groups :td: (dont know if its possible, no big deal then)
Not at the moment, seems to be too advanced for my zscript capabilities.
One more comment: would make more sense to me to have a button "GoMax" in Zbrush and another button "GoZbrush" in max, instead both in max.This makes total sense, I have not looked into this... If it's possible to launch bat files from zscript it might be very possible to do this, although I can think already of a couple of problems I would encounter... But I will look into this!
And thanks hendriquedw for the feedback!!
henriquedw
02-16-10, 08:21 AM
Hmmm interesting... If it only happens in that case, I can change the zscript so that, if you have the polysphere activated it clears the canvas and imports the obj as usual. well, just clearing the canvas wont work, you have to select another Tool or the SimpleBrush. Otherwise the Polyshpere_1 gonna be still selected in the tool pallete and the model gonna be imported there. I would like you to test that situation, just to make sure.
Not at the moment, seems to be too advanced for my zscript capabilities. thats fine, I mean, I never expected to have SG after importing from zbrush anyway. Doest that can crease the SG areas when sending to Zbrush?
This makes total sense, I have not looked into this... If it's possible to launch bat files from zscript it might be very possible to do this, although I can think already of a couple of problems I would encounter... But I will look into this! It was just a sugestion you know, but if you know you can have problems, better to keep in a way that works! |o|
sasquatchpoacher
02-16-10, 11:28 AM
I'm not seeing a button to send it over to max. What am I missing here? on the video it looks like you click the displace brush and then it exports?
Norman3D
02-16-10, 12:06 PM
I'm not seeing a button to send it over to max. What am I missing here? on the video it looks like you click the displace brush and then it exports?In order to place the icons on your toolbar, run the GoMax.ms file atleast once, from Maxscript/Run Script.
Then go to Customize/Customize User Interface
Toolbar/ and select "Norman3D" under categories. And drag and drop the buttons to the toolbar ;)
sasquatchpoacher
02-16-10, 12:48 PM
In order to place the icons on your toolbar, run the GoMax.ms file atleast once, from Maxscript/Run Script.
Then go to Customize/Customize User Interface
Toolbar/ and select "Norman3D" under categories. And drag and drop the buttons to the toolbar ;)Ahh is there no button in ZB then? I got it to work in max but how do you send it from ZB to Max?
Norman3D
02-16-10, 01:42 PM
Ahh is there no button in ZB then? I got it to work in max but how do you send it from ZB to Max?There are 2 buttons in Max
ZB -> Max
and
Max -> ZB
;)
I could have a button in Zbrush, but I would need to be able to access the dos command from zbrush, which is not possible, as far as I know.
Norman3D
02-16-10, 01:49 PM
- some times it try to import from zbrush and for more than 1 min it doenst happen, doenst crash though and it can be canceled. :ex:
- I have found the same problem that people have talked about. The very small range of the move brush in zbrush. And I tried a lot of situations with both, model that has passed through Zbrush and brand new one. This problem has happened on this particular situation:
Ok, both issues are fixed now, you'll see them for the next release ;)
Norman3D
02-16-10, 01:58 PM
Hi Norman!!
I made a video and uploaded to megaupload
http://www.megaupload.com/?d=H2KMX0HF
I hope you like it...but my english is ver baaad wow...really bad :P
jajaj macho! Que soy español :P
por cierto, ya lo tengo arreglao pa la proxima version ;)
henriquedw
02-16-10, 02:01 PM
all right, I tried at work now, with max 2009 and windows vista 64
it didnt work! It doesnt import or export, doesnt crash though, but nothing happens.
wonder whats the problem since at home works well.
Norman3D
02-16-10, 02:26 PM
all right, I tried at work now, with max 2009 and windows vista 64
it didnt work! It doesnt import or export, doesnt crash though, but nothing happens.
wonder whats the problem since at home works well.what didn't work?
henriquedw
02-16-10, 03:24 PM
nevermind, its working now |o|
AndreHolzmeister
02-17-10, 01:02 AM
Hi Norman,
I do not know if you are aware of a export bug in zbrush that mess with the scale of the tool, i am at the Modern Game Character workshop from CGSociety, and lots of people are experiencing this issue, and so do I, and i was using GoMax for my workflow, and the guys there were not, so it is not a problem with the script, but a problem within zbrush 3.5 r3
The problem is... i made my first basemesh in 3dsmax, 1.80 meters tall. Then i sent it to zbrush via GoMax... started working on it, created some subtools extracted from the base mesh... ok, but when i broght it to 3dsmax agai so i could create some clothes etc, the base mesh was like 0.02 meters tall.
Everybody at the workshop are having problems with this issue, and the instructor too at his job... and probably a lot of guys here as well...
Jonathan, the instructor is searching for a workaround this, but no success, but he posted it at the workshop, maybe it might help address the root of the problem... it seems that it has something to do with the scale slider at export in tools menu:
Jonathan wrote:
found this on the Pixlogic website:
Select a different tool, such as the Simple Brush.
Import your original model again.
In the Tool>Export menu, note the values for the Scale and Offset sliders.
Select your problem SubTool and set the Export sliders to match the original.
Export your model and then import it again.
This will reset the scale and offset to the correct values for the model.
jajaj macho! Que soy español :P
por cierto, ya lo tengo arreglao pa la proxima version ;) JAJAJA
Yo que se...por aqui escribes muy bien, y luego tu pagina web... :P
Te voy a mandar un privado luego, para hablar contigo
Por cierto, genial tu trabajo :D este GoMAX es la caña
...y yo intentando hacerme entender en inglés...que vergüenza :P
joebount
02-17-10, 05:04 AM
I fixed my Zbrush crashing : I had to manually create the Library folder in the Material folder as well as to remove the read only for all the directories.
It worked like a charm after that :)
ironbearxl
02-17-10, 01:27 PM
Hey Norman,
Thank you for GoMax!
What is the name of the song in the youtube video?
Andre: Try setting the Import Scale to 100 and xyz offset to 0. I made a macro that does this on startup to keep scale consistent with Max and Silo.
Eres un maquina, que mal aprovechado te tenian por cierto sitio.
Un saludet! Lo pruebo esta misma tarde.
Cheers!
Norman3D
02-18-10, 02:12 PM
I do not know if you are aware of a export bug in zbrush that mess with the scale of the tool, i am at the Modern Game Character workshop from CGSociety, and lots of people are experiencing this issue, and so do I, and i was using GoMax for my workflow, and the guys there were not, so it is not a problem with the script, but a problem within zbrush 3.5 r3
I will have a look at the problem, let's see what I can do...
I fixed my Zbrush crashing : I had to manually create the Library folder in the Material folder as well as to remove the read only for all the directories.
It worked like a charm after that :) Cool! :)
Hey Norman,
Thank you for GoMax!
What is the name of the song in the youtube video?
Andre: Try setting the Import Scale to 100 and xyz offset to 0. I made a macro that does this on startup to keep scale consistent with Max and Silo.The song is Pogo by Digitalism ;)
And I think the import scale to 100 trick does not really fix the issue, since there are still inconsistencies when export/importing between applications.
Eres un maquina, que mal aprovechado te tenian por cierto sitio.
Un saludet! Lo pruebo esta misma tarde.
Cheers!
jejej gracias tio! ;)
Un abrazo!
ncollings
02-18-10, 03:03 PM
it works great Norman, i had like you said actived the texture coordinate in the obj export. I actually never used the gw obj exporter so it was still set by defaut.
ryanwyc
02-18-10, 04:07 PM
Hey, Norman
Thx for new update, but there is a problem.
Importing into Max is working great, but when I export to ZB(using Max button), there is a ZScript error pop up, which looks like attached image. So nothing happens in ZB. NO crash for both program, just the ZScript error pop up window(this window automatically closes).
When I tested v1.4, this never happened. It must be the new script you made.
I think this has to do with the line in the script where it is looking for the PolySphere_1. I'm sure this is for the initial sphere problem other people have. But I have disable this initial sphere thing by changing DefaultZScript.txt (Pixologic\ZBrush 3.5 R3\ZScripts folder) like this:
//startup
[If,1,[FileNameSetNext,"ZPLUGS_SplashData/Startup.txt"][IPress,ZScript:Load]][pd]
//[If,1,[FileNameSetNext,"ZPLUGS_SplashData/SphereStartup.txt"][IPress,ZScript:Load]][pd]
Anyway, I love the mental ray material~ THX
EDIT: I replaced v1.5 GoMAX_Import.txt with v1.4 GoMAX_Import.txt
It works fine. So like I said, I'm sure it has to do with the coding in GoMAX_Import.txt
I have looked at the GoMAX_Import.txt
[If,[IGet, TOOL:PolySphere_1],
This part is problem I think. I don't know anything about scripting. I'm just guessing.:o
Anyway, I can use v1.4 GoMAX_Import.txt instead, so it's not a big deal.:D
manusito
02-18-10, 04:29 PM
hey thanks a lot! it works pretty well for me, even though I also got once the error ryanwyc mentioned, but just when I made a new hole in my model. Otherwise, I can move the vertices and works fine so far. BTW, how do I get the mental ray material applied? When importing the model it always has a DirectX 9 Shader, what should I do?
Edit: boh.. now I see it. It was in the last sphere (24th) in the material editor, and I just had 15 visible spheres.. nevermind...
Buen trabajo y muchas gracias por compartir tu curro y tu tiempo con los demas!
ryanwyc
02-18-10, 04:34 PM
.
Norman3D
02-18-10, 05:26 PM
Strange, could you give some more details? Like, what was the name of the tool that was selected when you imported?
I was not able to reproduce the problem.
Hola Norman!
Cuando puedas échale un ojo a tus mensajes :D
A ver si mañana pruebo el 1.5 a ver como va :) muchas gracias!
ryanwyc
02-18-10, 05:51 PM
.
esepablo
02-18-10, 09:23 PM
--
Added mentalray material so that you can render your ZBrush model in 3dsMax (Only works for 2009 and 2010)
does this mean that the standard material is changed to mental ray material?
Whenever I import the mesh into max it displays black in the viewport and I can't get it to work like in the youtube demo that shows the polypaint texture in the viewport... have anybody else experienced this "problem" before?
btw, AMAZING PLUGIN!!!!
Cheers,
Xandre
ryanwyc
02-18-10, 11:33 PM
Hey Norman,
I figured out what was causing the error and found out temp. solution.;)
I hope this help people who might have a same error like me.
To solve this problem, in ZB, I have to either load any ztool or select any pre-loaded ztool and name it 'PolySphere_1', then let it stay in my tool palette. Once I do that, GoMAX works perfect. I can load my own ztools and Use v1.5 without any problem. The ZScript error I mentioned before never happens again.
And this is the reason.
PolySphere_1 <- This is the name of the shpere that apears when you start ZB in default setting, right?
Since I have changed my 'DefaultZScript.txt' to disable that initial sphere thing appearing in ZB canvas, when ZB started up, there was no 'PolySphere_1' in my tool palette. That's what was causing the ZScript error. Simply GoMAX_Import.txt was not able to find 'PolySphere_1' from my tool palette.
Maybe you can make two different 'GoMAX_Import.txt' for people who use ZB with default setting(initial sphere in canvas) and who do not.
I Know most people just use ZB with initial sphere thing.(and complain lol)
But I'm sure there are some people like me.(manusito (http://member.php/?u=143973) said he encoutered same problem once.)
Anyway, now I know why v1.4 GoMAX_Import.txt is working with v1.5.
I guess I will just use v1.4 GoMAX_Import.txt with v1.5:D
I love this plugin too much:lol:
Thx again.(and sorry for some of my broken english.)
I think should be easy create the same script to Maya.
The script could be export the diffuse map texture as well, I never use polypaint. :confused:
CompanionCube
02-19-10, 04:19 AM
very nice update, just keep getting better!
Norman3D
02-19-10, 05:51 AM
Hola Norman!
Cuando puedas échale un ojo a tus mensajes :D
A ver si mañana pruebo el 1.5 a ver como va :) muchas gracias!jejeje ya lo he visto, luego te contesto ;)
--
Added mentalray material so that you can render your ZBrush model in 3dsMax (Only works for 2009 and 2010)
does this mean that the standard material is changed to mental ray material?
Nope, its in the 23rd material slot.
Whenever I import the mesh into max it displays black in the viewport and I can't get it to work like in the youtube demo that shows the polypaint texture in the viewport... have anybody else experienced this "problem" before?
btw, AMAZING PLUGIN!!!!
Cheers,
Xandre
Did it work before? If not, it could very well be, that you don't have a graphic card that support SM 3.0
PolySphere_1 <- This is the name of the shpere that apears when you start ZB in default setting, right?
Since I have changed my 'DefaultZScript.txt' to disable that initial sphere thing appearing in ZB canvas, when ZB started up, there was no 'PolySphere_1' in my tool palette. That's what was causing the ZScript error. Simply GoMAX_Import.txt was not able to find 'PolySphere_1' from my tool palette.
Funny because the zscript what it does, is check if you have PolySphere in the tool palette. If you do, then it switches to simple brush and then imports the obj, draws it again in the canvas, and so on. If it does not find the polysphere (which should be your case) it simply imports the obj as usual. At least that is how it's working here. I'll have a look again, anyway.
I think should be easy create the same script to Maya.Yep! Most of the magic happens outside 3dsMax, so it should be fairly easy to do a script that is compatible with GoMax. Björn has been working on a rough version of a Maya script. There are couple of problems we need to overcome, though.
The script could be export the diffuse map texture as well, I never use polypaint. :confused:I'll look into this as well. ;)
boblenain
02-19-10, 06:53 AM
Whenever I import the mesh into max it displays black in the viewport and I can't get it to work like in the youtube demo that shows the polypaint texture in the viewport... have anybody else experienced this "problem" before?I did but it was because I hadn't made and checked my UVs!!! Have you?
Norman3D
02-19-10, 07:08 AM
Well, not having proper UV's might be a problem, yes ;)
Hey Norman3D again an thnz for the update 1.5 ;)
Cool with mental ray support. I have a question? If i finished ´my model in 3ds max And if I want to keep It as a seprate pice in 3ds max with mental ray materials on it
It gets overwritten by the next object i want to import into max from zbrush .. I could copy the materials inside C:\gomax and apply it again so it's not getting overwritten when I export a new item into max but..is there a easy way?
Norman3D
02-19-10, 08:28 AM
Hey Norman3D again an thnz for the update 1.5 ;)
Cool with mental ray support. I have a question? If i finished ´my model in 3ds max And if I want to keep It as a seprate pice in 3ds max with mental ray materials on it
It gets overwritten by the next object i want to import into max from zbrush .. I could copy the materials inside C:\gomax and apply it again so it's not getting overwritten when I export a new item into max but..is there a easy way?Nope, you'll have to grab those bitmap files manually in the material folder inside gomax.
hotknife
02-19-10, 09:28 AM
Great script.
Would it be possible to have switches when coming from ZBrush to only import the geometry.
It's not always desirable to import the textures and normal maps when just working on geometry, and it all adds to the time it takes to jump between the two.
hotknife
02-19-10, 09:39 AM
Also struggling here with the scale issue. Sending from Max 2010 to ZB and straight back again scales the mesh a massive amount. Didn't understand the workaround - any other clues.
Norman3D
02-19-10, 10:01 AM
Also struggling here with the scale issue. Sending from Max 2010 to ZB and straight back again scales the mesh a massive amount. Didn't understand the workaround - any other clues.That's a known Zbrush issue... haven't looked too much into it, though.
Great script.
Would it be possible to have switches when coming from ZBrush to only import the geometry.
It's not always desirable to import the textures and normal maps when just working on geometry, and it all adds to the time it takes to jump between the two.
That's the idea, and I'm sure Björn will be able to help me out with this one. It requires a partial rewrite of the script. So yeah... we'll see...
Right now I'm focusing on bug fixes and import/export of polygroups.
Clappy71
02-19-10, 12:18 PM
Norman3D,
Every version up until this one has worked great.
Now I get an Maxscript error saying unknown property "use litsphere".
Also, if I change the topology of the mesh in Max and try and send it back, I get a Z script error saying that the object can't be found.
Weird.
Matt
EDIT: also, it adds a sphere to my Tool palette when it can't find the object from Max. And, my .obj export gets reset to "no material" in Max everytime I try to import something from Zbrush.
Norman3D
02-19-10, 12:50 PM
I'm pretty sure you haven't installed it properly :/
remember you have to run the GoMax.ms file at least once after updating, in case you are using the toolbar buttons.
Clappy71
02-19-10, 12:54 PM
Thanks buddy - I was just over-writing the files, not running the .ms file. All is well!
Clappy71
02-19-10, 01:12 PM
Spoke to soon - all is well in Max, but when I try and import back into Zbrush, I still get "interface item could not be found".
It also says, "TOOL:Polysphere_1 in... [Get,TOLL:POlysphere_1]"
For the install of the macros, I overwrote the existing text files with the ones you provided.
Thoughts??
Clappy71
02-19-10, 01:29 PM
Ok, just renamed a sphere PolySphere_1, as per another users instructions, and it worked.
Once again, thank you soi much for your work on this amazing plugin.
Cheers,
Matt
MattSilverstein
02-19-10, 03:11 PM
this is a pretty amazing script.
just chiming in to say i'm also having the zbrush--->max2009 scale issue. the models come into max very small. my export settings in zbrush are always set to scale=1, offsets all=0.
also having an issue with the point order (or something like this) getting whacked out when i export from max into zbrush--the verts seem to be in the right places, but aren't connected properly resulting in a mesh that looks like a big mess. when i manually export and import the same obj from max to zbrush it works perfectly.
This seems to be a mess for me.
Select Polysphere
Import OBJ A
Click "no" to replace
export obj A and import into max - Fine
Append Polysphere to A in Zbrush
Import OBJ B
OBJ B replaces polysphere
Export OBJ B and import into max - Fine
Append Polysphere
Send OBJ C over via GoMax 1.5
OBJ C replaces polysphere
Export A, B, or C and import into max - All of them are upside down and shrunk located well below my model.
Also during all this stuff I get an array off odd and scarily chaotic behavior like things telling me "teapot" already exists and material errors and max script pop up dialogs telling me something is wrong with a material. One time it just kept telling me it was importing back into max over and over (reapeat status bar infinitly). I cancel that and go back to zbrush and my whole document is jacked around, now at 256 x 256.
So far not so good.
ironbearxl
02-19-10, 05:05 PM
Hey Norman,
Small problem: GoMax 1.5 resets the export scale to 1, but I need it set to 100 to match the scale of my scene.
AndreHolzmeister
02-20-10, 12:46 AM
this is a pretty amazing script.
just chiming in to say i'm also having the zbrush--->max2009 scale issue. the models come into max very small. my export settings in zbrush are always set to scale=1, offsets all=0.Yeah, that scale issue screws up couse it gets so small in max that you cannot model new subtools at this scale, cause of viewport glitches that happens in such a small scale, subtools like clothing etc, so you get it to appear in the right place back in zbrush...
My workaroung is laughable but work nicely, I get the tool in highest subdivision to max, scale it up to match the correct scale again, model the clothes or whatever is needed, get the model back to zbrush and then i reconstruct the subdivision, then i get the new tools in zbrush and it should match the scale... pretty dumb but it gets it done...
I get an info-error when trying to export the model from 3dsmax to zbrush:
Unable To Open File
C:\GoMAX\GoMAX
... followed by another info-error:
Error
Error encountered while importing a file
The export to 3dsmax works, though ... at least somehow/to a degree.
Clicking on the "import from zbrush" button mostly doesn't do anything but asking me if the existing selection shall be replaced.
On some occassions the import works and I get to see the model from zbrush inside 3dsmax.
It's very weird. I am working on a Vista 64bit system with UAC activated.
gamePat
02-21-10, 03:23 PM
I have precisely the same scale problem. I just created an object in max 2010, started zbrush 3.5 R3, imported the object, modified it, imported it back to max and it was tiny. Several tries... doesn't matter which tool I select before the import into zbrush. The transformation always gets reset to 1 0 0 0
That happened to be before quite a lot, so I made a workaround script that stores the scaling and sets it back later on the desired tool. Much better, than noting the value down and typing it in by hand again :confused:.
So my suggestion for GoMax is, if the problem can't be fixed otherwise, to implement a workaround script like I just described.
henriquedw
02-21-10, 03:49 PM
Hey Norman,
is there any option to not export the maps from zbrush? like, normal map or poly paint or whatever they are.
I think sometimes people just want to modify the geometry without need the normal map and other stuff. Normal map exporting can take sometime depending on the model when going zbrush to max, and thats annoying when you just want to quick work the geometry.
I would sugest to add some check boxes in the script panel for exporting normal map and polypaint, so people can chose when they want these maps
thanks
ReDeeMer
02-22-10, 02:29 AM
amazing plugin! thank you wholeheartedly!
Norman3D
02-22-10, 03:34 AM
I get an info-error when trying to export the model from 3dsmax to zbrush:
Unable To Open File
C:\GoMAX\GoMAX
... followed by another info-error:
Error
Error encountered while importing a file
The export to 3dsmax works, though ... at least somehow/to a degree.
Clicking on the "import from zbrush" button mostly doesn't do anything but asking me if the existing selection shall be replaced.
On some occassions the import works and I get to see the model from zbrush inside 3dsmax.
It's very weird. I am working on a Vista 64bit system with UAC activated.I think some of you guys don't even read the readme file :/
First check if you have installed everything properly, then launch GoMax.ms from maxscript/Run script in 3dsMax, and use those buttons.
I have precisely the same scale problem. I just created an object in max 2010, started zbrush 3.5 R3, imported the object, modified it, imported it back to max and it was tiny. Several tries... doesn't matter which tool I select before the import into zbrush. The transformation always gets reset to 1 0 0 0
That happened to be before quite a lot, so I made a workaround script that stores the scaling and sets it back later on the desired tool. Much better, than noting the value down and typing it in by hand again :confused:.
So my suggestion for GoMax is, if the problem can't be fixed otherwise, to implement a workaround script like I just described. Have you tried to apply a resetXform before exporting from 3dsMax. I have currently made some changes to the script, and the scaling issue seems to be gone. I will be releasing it later today, so you guys can test it.
Hey Norman,
is there any option to not export the maps from zbrush? like, normal map or poly paint or whatever they are.
I think sometimes people just want to modify the geometry without need the normal map and other stuff. Normal map exporting can take sometime depending on the model when going zbrush to max, and thats annoying when you just want to quick work the geometry.
I would sugest to add some check boxes in the script panel for exporting normal map and polypaint, so people can chose when they want these maps
thanks That's the plan, but not just yet. ;)
AndreHolzmeister
02-22-10, 10:38 AM
The scale issue happens even with reseted xform meshes... the problem is the export scale slider in zbrush is set to 0 instead of 1, by default... i guess if you just add this (scale vaule=1) to the script it will be fixed
ryanwyc
02-22-10, 11:31 AM
Hey Norman,
I know you could not reproduce the error I mentined before. But there is another person having same issue.
Spoke to soon - all is well in Max, but when I try and import back into Zbrush, I still get "interface item could not be found".
It also says, "TOOL:Polysphere_1 in... [Get,TOLL:POlysphere_1]"
For the install of the macros, I overwrote the existing text files with the ones you provided.
Thoughts??Clappy71 is the 3rd person with this issue.
It seemed that I was the only one having the issue, but since there are others, maybe you can look into this again? If you don't have time for that, it's ok.
Thx again.
Norman3D
02-22-10, 12:02 PM
Hey Norman,
I know you could not reproduce the error I mentined before. But there is another person having same issue.
Clappy71 is the 3rd person with this issue.
It seemed that I was the only one having the issue, but since there are others, maybe you can look into this again? If you don't have time for that, it's ok.
Thx again. I'm really enjoying this plugin.Yep, I'm aware of this problem, this happens when you don't have a PolySphere_1 tool at all. Usually, when you startup you have a PolySphere drawn in the canvas, by default at least. So anyway, this is bug appeared because of another bug I fixed. And that is a strange problem with the moving brush, if you click the 3dsmax -> Zbrush button while the PolySphere is drawn in the canvas and selected.
So I think I'm going to revert this fix, because it's only causing problems (to a small minority). But my point is, you shouldn't have the PolySphere activated in the first place.
So yeah, I'll revert the fix and you should not have that problem anymore.
The scale issue happens even with reseted xform meshes... the problem is the export scale slider in zbrush is set to 0 instead of 1, by default... i guess if you just add this (scale vaule=1) to the script it will be fixedI think it has nothing to do with that, since GoMax already sets the scale value to 1
ryanwyc
02-22-10, 12:11 PM
Yep, I'm aware of this problem, this happens when you don't have a PolySphere_1 tool at all. Usually, when you startup you have a PolySphere drawn in the canvas, by default at least. So anyway, this is bug appeared because of another bug I fixed. And that is a strange problem with the moving brush, if you click the 3dsmax -> Zbrush button while the PolySphere is drawn in the canvas and selected.
So I think I'm going to revert this fix, because it's only causing problems (to a small minority). But my point is, you shouldn't have the PolySphere activated in the first place.
So yeah, I'll revert the fix and you should not have that problem anymore.
I think it has nothing to do with that, since GoMax already sets the scale value to 1Thank you for quick reply. You're an awesome person.
I can't stop using GoMAX!:D
Norman3D
02-22-10, 12:18 PM
I think it has nothing to do with that, since GoMax already sets the scale value to 1Actually... on a second thought... I have done some tests... and it seems that the export value also affects import!! What the...
I have now put those values in the import script as well. Everything should be fine now...
EDIT: wait, nevermind... let me double check this :o
EDIT2: Ok, seems like I was right the first time. The export scale seems to affect the import scale too!!!
rodrigotrovao
02-22-10, 03:42 PM
ever for max / zbrush users.
gamePat
02-22-10, 04:16 PM
Nice, I tested it again with reset X-Form and it really seems to work. Had no problems since then so far... I strongly hope it stays that way :). I still haven't said yet how awesome your script is. :cool:
I suspect this thing to be the solve of all my (annoying) in/export problems with max.
Edit: umm but what is with objects, that are exported from zbrush to max first. there is an existing model that when I import in into max, it's tiny (of course?), because you set the scale from 66,..something to 1.
How to get around this problem ?
Norman3D
02-22-10, 04:30 PM
If your want your Zbrush model to be bigger in 3dsMax, change the export scale to 100.
If you want to import it back make sure the export scale is still 100.
In the next GoMax release, it will be set to 100 as default, and you should have no problems.
gamePat
02-22-10, 04:52 PM
Sorry to say that and I whished somebody from pixologic would answer that, but I think you are misunderstanding something about the export transformation settings. As far as my research goes, the so called "export scale" (In ZB 3.5 R3) is a scene unit conversion that stores the coordinate system information of the tool. So if you change the transformation to random values it completely destroys the size and location of the object. The default value is in many cases NOT 1 or 100, but it is different for every tool (It seems to be dependend on the bounding box)
My way to in/export objects properly is to always keep the export transformation values. and if the get lost by reimporting or whatever, I try to restore them from another subtool of the tool with a script I made.
Am I talking nonsense ? or can somebody confirm the problem I explained ?
Norman3D
02-22-10, 05:06 PM
Yes, you are right. The export value needs to be always the same, if say, you are working on a scene in 3dsmax with different objects and you want to bring some of them to Zbrush, you will need them to have the same export scale in Zbrush.
And yes, the export scale is different with every Tool, but as I said, I think they need to be the same.
A R K A I K O
02-22-10, 08:13 PM
Hi Norman!
When I export from Zbrush, a window appears and is carrying several times, but nothing comes of Zbrush, I wonder what's going on and one more thing, when I press "Run Script" It gives an error saying that the bitmaps were not uploaded , but I put in the right folder!Can you help me?
Thank you mate!
Norman3D
02-23-10, 05:17 AM
go_max_th.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27182795%27,%27go_max_th.jpg%27, 1,0%29)
---DOWNLOAD--- (https://dl.dropbox.com/u/3715555/GoMAX.zip)
Update#6:
GoMax v1.7
--
Added GoMax Subpalette under Tool
--
Fixed minor bugs and improved zscript speed
GoMax_Settings.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27182796%27,%27GoMax_Settings.jp g%27,1,0%29)
Update#5:
GoMax v1.6
--
Fixed scaling issue
--
UV check in ZBrush, if no UVs found GUV tiles are applied, this avoids a crash
--
If Ztool has a texture instead of polypaint it gets exported too
--
Fixed other bugs
EDIT: changed the mirror for the file
Norman3D
02-23-10, 05:18 AM
Hi Norman!
When I export from Zbrush, a window appears and is carrying several times, but nothing comes of Zbrush, I wonder what's going on and one more thing, when I press "Run Script" It gives an error saying that the bitmaps were not uploaded , but I put in the right folder!Can you help me?
Thank you mate!bitmaps were not uploaded? please guys, if you get errors, post the error messages. They help me find the problem...
CowboyBunny
02-23-10, 06:52 AM
Whoow! That is godlyness. Thanks.
Works a treat.
man man man ...i really appreciate what you are doing...thanks so much for developing over and over ...you are the man... :tu:
ironbearxl
02-23-10, 08:34 AM
Thank you very much for addressing the scaling problem Norman. :)
Norman3D
02-23-10, 08:45 AM
Yeah! No problem, took me a while to figure out what the problems were. Please tell me if you encounter any problems with the scale! I haven't tested every possible scenario. ;)
CompanionCube
02-23-10, 08:48 AM
your truely awesome dude
3ds max 2009 says it is Missing a plug-in (StorageAndFilter.bms) when i use Gomax 1.6 because it don't support max 2010 plug-in's inside max 2009 ..But was the code not optimzed to run on Max 2009??;)
ryanwyc
02-23-10, 10:05 AM
Hey Norman, Thanks for update.
I hate to say this, there is a problem.
When exporting to Max, once the script dose its part in ZB, in Max, error window pops up. I have attached the images of error massages.
I did quick resaerch and found out that storageandfilter.bms
is part of Max 2010 file Darv. I am using Max 2009, and this is first time I have seen this error. v1.4 and v1.5 did not have this error.
I know you're using Max 2010. Hopefully, you can look into this for Max 2009 users.
Thx again.
Edit:
I'm guessing Material.max is saved in Max 2010, so it cannnot be opened in Max 2009.
Norman3D
02-23-10, 10:08 AM
O_O ok... very strange... I haven't really touched much in the scripts side... will check tonight!
Do you guys know if this was happening with 1.5?
Edit: ARghhhh.... I already know what the problem is! totally my fault! Will fix it very soon! I'm getting sloppy... :/
ryanwyc
02-23-10, 10:11 AM
This error never happened in v1.5 or v.14;)
EDIT
Found a workaround!:D
I replaced v1.6 Material.max with v1.5 Material.max. It works fine.
Like I said, you must have saved Material.max in 2010. It is not possible to open 2010 file in older versions.
Anyway, anyone having StorageAndFilter.bms error, do what I did.;)
PS. scale thing seems to be working. also it seems importing back to ZB is much faster than b4. nice work.
Norman3D
02-23-10, 11:00 AM
ok, cool, I fixed it now, redownload the zip file if you are having the problem. ;)
How about editing first post and adding new version? I am using twitter to inform people about updates on this script and in this way is way more comfortable. Can be done? ;)
Norman3D
02-23-10, 11:04 AM
I can't edit the topic after 2 weeks unfortunately :/
So maybe I'll be posting updates on my blog too, so maybe you can subscribe to the RSS feed there and get notified.
ryanwyc
02-23-10, 11:22 AM
ok, cool, I fixed it now, redownload the zip file if you are having the problem. ;)Perfect~! Tested. It's working great. :D
Probably good idea ;) I was checking your blog but is not there. All I want is to spread the word about that obviously usefull script - thats why I am bothering you.
Kenshiro
02-23-10, 12:30 PM
Thanks a lot Norman3D I tried Gomax for the first time and it's just amazing !:tu::tu::tu::tu:
MattSilverstein
02-23-10, 12:44 PM
still finding some errors (using max 2009)...
using a human mesh made in max: import from zbrush now gives me correctly scaled model back in max, but centers the mesh on its pivot point (whereas the original mesh has its pivot between its feet). if i import the mesh manually there is no such problem.
using a sphere primitive created in max, converted to editable poly: import back into max results in a sphere that is incorrectly scaled. not tiny (like before), but just...different. not sure what is causing this.
i also have a human body mesh created in max that i can manually export/import to zbrush perfectly every time, but with any version of goMax i end up with a mesh in zbrush that looks like it exploded into a thousand triangles. i thought goMax was using my export settings from max's built in gw::OBJ-Exporter? there must be some inconsistency between the way the built in exporter is working and whatever method goMax uses, right?
Hi Norman,
despite you thinking of me not being able to read your instructions I have done everything as stated in the readme file.
I have placed the Macros folder inside my ZStartup folder.
I have extracted the GoMAX folder to my C: partition (resulting in the following folder structure: C:\GoMAX\Material ... with GoMax.ms, the batch files and nircmdc.exe etc. residing in C:\GoMAX).
I have run the GoMax.ms script prior to using the buttons.
Everything is there - but GoMAX did not work like seen in the youtube video.
And yes: the target system fullfills the requirements... 3.5R3 and 3dsmax 2010.
I double and triple checked your instructions ... maybe there's something obvious missing? Did you disable UAC?
Going to try 1.6 now. Thx for your patience.
Norman3D
02-23-10, 03:40 PM
The problem with versions bellow 3dsMax 2010, is that I can't control the settings it uses for export / import (on 3dsMax side)
So make it manually, until you find the proper settings, and then GoMax should work correctly. Regarding the pivot point... all I know is that I do not touch anything with the script (atleast in 3dsMax). If you are having problems with it, it's either 3dsMax 2009 export/import settings, or something strange with Zbrush...
And regarding the sphere... i don't like you guys doing tests with primitives lol :P
Make sure to apply reset x form to those, I don't trust 3dsMax primitives ;)
Norman3D
02-23-10, 03:42 PM
Hi Norman,
despite you thinking of me not being able to read your instructions I have done everything as stated in the readme file.
I have placed the Macros folder inside my ZStartup folder.
I have extracted the GoMAX folder to my C: partition (resulting in the following folder structure: C:\GoMAX\Material ... with GoMax.ms, the batch files and nircmdc.exe etc. residing in C:\GoMAX).
I have run the GoMax.ms script prior to using the buttons.
Everything is there - but GoMAX did not work like seen in the youtube video.
And yes: the target system fullfills the requirements... 3.5R3 and 3dsmax 2010.
I double and triple checked your instructions ... maybe there's something obvious missing? Did you disable UAC?
Going to try 1.6 now. Thx for your patience.
I have UAC disabled yes, I do not know if that has any influence. What exactly does not work? what does the error message say? I'll be glad to help ;)
It was the same error as described in my first post within this thread ... info-error thrown by zbrush stating the non-existence of the GoMax.obj file.
But now, thanks to deactivating UAC, everything works like a charm.
Oh boy, as useful as UAC may be it is a pain in the ass when it comes to small tools like GoMAX.
Thx again, Norman. Great tool, going to have fun with it now :)
Norman3D
02-23-10, 04:20 PM
I'm glad it's working now!
Maybe you can have both things. With UAC activated go to C:\GoMax
and try opening the nircmdc.exe file. I guess UAC pops up and asks you whether to allow this application to run or not. I'm not sure how UAC behaves, but I think that you only need to tell it the first time... and then it will always allow it to run. In which case you would not have any problem with the script (just a guess)
henriquedw
02-23-10, 04:57 PM
Norman, I getting this problem with v1.6 (max 2009)
GoMax1.6Problem.jpg
That happens just in one of my files, that I have worked already, with other materials, when its Zbrush to Max. If I create a brand new file and do the same, it works, but the scale is totally diferent than original file. So I think that for next works it will be fine. I just thought you would like to know that.
I still haveing problens with the scale. Its stupid (not the script, but zbrush), how subtools in the same tool can be imported in max with diferent scales !!!
My way fix that is "insert" the mesh that have scale problem into ones has correct scale (previously checked) and then split them. This way, the subtool with the wrong scale get the info from the correct one.
btw, the script simply doesnt work some times. no error, no messages. It switch the softwares but doesnt import anything. When zb2max I know it not gonna work when it doesnt store the "material sphere" and try import in max forever.
Norman3D
02-23-10, 05:30 PM
I'm going to have to take a closer look at 3dsMax 2009... now even I am getting some problems...
edit: nevermind, my fault. I'm not having any problems currently... When your error message pops up, could you tell me exactly where the script fails, in which line?
Woodys3d
02-24-10, 03:02 AM
Hi Norman, I just want to thank you again for the amazing work you are doing with this plugin.
I still have problems with the scale tho. In v1.5, the scale and offsets of the model were changed to 1,0,0,0, and now, in v1.6 they are changed to 100,0,0,0. The problem is that each model has different numbers (mine has something like 84,0,1,1), so reseting them to 100,0,0,0 changes the original scale and position of the mode.
Would it be possible to keep the export settings of the model unchanged, as it was in v1.4?
Björn Albihn
02-24-10, 03:37 AM
Hi guys. Im back from my vacation.
Regarding the GoMaya, the code I had that "worked" is no longer working since Norman punched in a lot of extra functions that conflicts with what I had. I'm going to revert a few steps and make a very basic GoMaya but its going to take a bit more time too (mostly because I got a second degree burn on my hand during my vacation so I'm coding onehanded).
If you want more features later try to find a Mel scripter as dedicated as Norman that can keep up with the maya side of the goodness that is going on here :D
And yeah, latest versions of GoMax rocks Norman, GJ :tu:
wyt1031
02-24-10, 06:40 AM
Man!!!!!
I try it first time today,and its AWSOME!!
Many thanks to you!!!
It save LOTS of time for me.
woooot!
gamePat
02-24-10, 09:13 AM
Would it be possible to keep the export settings of the model unchanged, as it was in v1.4? I can only agree with Woodys3d. I also think that preserving scale AND location will fix the problem.
Would it be possible to keep the export settings of the model unchanged, as it was in v1.4? I can only agree with Woodys3d. I also think that preserving scale AND location will fix the problem.
I agree too. I can't use that script until this bug is fixed :(
Norman3D
02-24-10, 09:36 AM
It is not a bug, lol
It's actually a fix to some people, a bug to others I guess. I think the solution is to have a gomax subpalette with settings to turn on or off.
Hey Norman3D thanz,, for the update very nice,, to choose between different Gomax settings:D very handy... I have only one question the Gomax for max2009 don't have any mental ray material you can assign only the directX shader in the material slot
dioskuros
02-24-10, 05:49 PM
Sorry if im so nerd, but... i try to install GoMax1.4 so many times (2 hours) and all time make it...
<img src="http://www.zbrushcentral.com/pixo/atn.gif"> (http://www.zbrushcentral.com/zbc/faq.php?faq=vb_read_and_post#faq_zbc_display_image s)
whats happened? what are i doing wrong?
Sorry, my english is so bad.
Please, i need help:confused:
manusito
02-24-10, 06:53 PM
Saludos otra vez Norman3D!
I'm having a small issue here with 1.7 which I hadn't seen before, but it might be a ZBrush bug or non-GoMax related...
After creating a teapot in Max to export/import and doing some modifications in the geometry here and there, I wanted to check if the position of the object was still in the same place it should be. Therefore, I activated the floor in X,Y and Z, and strangely, the origin is not in the same place for the three coordinates... They have a small offset, so when I activate for example the Y floor, I see the XYZ/Red Green Blue gizmo, but whenever I turn on a second plane, X or Z, the gizmo dissapears and moves to where the recently activated imaginary plane is...
Maybe this is not a bug or as I said before, is not related to GoMax, but just saw it and found it very annoying..
ryanwyc
02-24-10, 11:52 PM
Norman!
lol
I didn't know you updated GoMax to 1.7.
Tested. I'd say 1.7 is the best version yet. Not a single error happened.
I love that you added the export option palette.:tu::tu: And I don't know what you did, but exporting, importing are much faster.
:D:D:D:D Love you~!:o lol
Woodys3d
02-25-10, 12:29 AM
Thanks a lot for the new version it works like charm now. Again, awesome work you are doing.
joebount
02-25-10, 07:36 AM
Hum, weird thing for my part : The scale button doesn't change anything, it looks like it's set to 100 all the time, no matter the button (I imported a body from Z that should (and did fit with 1.4) fit with the head in my max file but instead it's exactly 10000% too big, no matter the settings I use in Zbrush)
Norman3D
02-25-10, 07:41 AM
deactivate the Fix Scale, and go to Export put the scale to 1, and try GoMax again. Let's see what happens.
hotknife
02-26-10, 05:38 AM
Brilliant and so quickly integrated turning off of normal maps etc.
I very rarely write gushing posts of praise but this is great and a real work changer.
Hey guys!
This plugin looks awesome but I must be missing something? I've installed it correctly and I don't get any error message when I press the buttons but it doesn't work!
What is the workflow?
Both Zbrush R3 and Max are open.
Let's say I create a teapot in max and press the max to Zbrush button. I will see the max exporter window with the loading, the windows cmd window will flash for a second and then a few of Z brush buttons will shake like if it was loading something but then nothing appears on my canvas. It's not in my tools either.
I've tried from Zbrush to max and I can't get it to work. let's say I take the dog tool. I go in max and press the Z to Max button. Then at the bottom of max I will see the loading bar but when it reaches 100%, it starts back at 0%...
Some of you seem to be using this great tool without any problems and I would really appreciate your help on this!
Thanks!
Björn Albihn
02-26-10, 07:15 AM
Cani: Check the thread for clues on what might be wrong, youre doing the right workflow but something else is acting up. Check also if you are allowing programs to change content in c:\gomax.
And just so everyone knows:
The loading bar does not represent actual progress in the way that 100 is complete, its just a way of letting user know that something is happening, and also giving the user a way to cancel without a crash or max stalling out. It resets every ten seconds and stops as soon as it finds a file to import from gomax.
Norman3D
02-26-10, 07:19 AM
My guess is that for some reason the GoMax.obj (which is a temp file) is not being written in your C:\GoMax\ folder for some reason. Is it possible that you don't have admin rights to write files in that folder? Do you have UAC on?
edit: oh, lol Björn you are quick! :P
joebount
02-26-10, 07:33 AM
As I said earlier, you have to have the writte permission on all the files/folders ;)
I haven't tried your solution yet Norman, but I will this WE, cheers :)
Hey!
Thanks a lot for the support and the quick response!
I have tried to install it on a computer at work and the same thing happened...
I'm pretty sure I have writing permission and all the admins rights at home but I'm not sure about that UAC thing. What does UAC stands for? I'm guessing its something like User Autorisation Control. Where can I turn that off?
Cheers guys!
EDIT:
I know what UAC is. It seems like its a vista/7 thing. I tried to install it on XP at work and the same problem I had on Vista at home happened. I'm gonna look when I get back home but I'm pretty sure it's already turned off as it must be one of the first thing to do when you install windows Vista!.
I tried with the Gomax folder and appropriate script modification on an other Hardrive with no new results.
Powered by vBulletin® Version 4.1.8 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.