1. #136
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    Default Status of Update

    Any chance this will be updated to work with latest release 64 bit?

    please, please.

    thanks.

  2. #137
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    Default Zsculpty Tools Plugin

    Is this plugin compatible with zbrush 4R7? Its not loading with the latest version.. Can you please let me know how to make this work with 4R7?
    Thank You.

  3. #138
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    Here is a version for ZBrush 4R7. It will work with either 64 bit or 32 bit.

    To install:
    1. Download and unzip the plugin file to your desktop. If the unzipping creates a folder open it to locate the ZSculptyTools_4R7.ZSC file and ZSculptyToolsData folder.
    2. Copy the ZSculptyTools_4R7.ZSC file and ZSculptyToolsData folder to the ZBrush 4R7\ZStartup\ZPlugs64 folder. This installs the plugin for 64 bit ZBrush.
    3. If you wish, also copy the ZSculptyTools_4R7.ZSC file and ZSculptyToolsData folder to the ZBrush 4R7\ZStartup\ZPlugs folder. This installs the plugin for 32 bit ZBrush.
    4. Restart ZBrush. The ZSculpty Tools menu is in the Zplugin palette.

    For instructions on how to use, see the first post of this thread.

    Download here: ZSculptyTools_4R7_05.zip

  4. #139
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    Default Is it possible to mod the tool to handle new SL rules for mesh

    SL Mesh has changed how it is uploaded with there new viewers. We found this out when we upgraded to the new FIrestorm viewer which included the latest SL build for uploading Mesh. It turns out (good news, more than 8 faces can be supported, supposedly there is no limit now) that they now require a separate material for each unique face. I was able to modify the dae file (in a text editor) by counting how many "triangles material=" entries and and by adding a new for each face. it turns out that SL loads the faces in alphabetic order, so all i really did was put an "a" in front of the material you put in and then new ones were the same except for using "b,c,d,e ..." on the new ones and changing the name on the triangle material, in order found in the file to have the a, b,c ... in front of their name.

    So the question is can you make these changes in your tool? My Business partner has relied on ZSculpty for a very long time now and really appreciates that you took the time to write it.

  5. #140
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    Default

    Quote Originally Posted by Spritely
    Is it possible to mod the tool to handle new SL rules for mesh...

    Hi Spritely,

    I've made a small update so that there's a different material for each polygroup. I've added a number at the start rather than a letter, as that was simplest to implement. I'm not a SL user so I'd appreciate it if you can test and let me know of any problems! (The plugin doesn't restrict the number of polygroups/SL faces but ZBrush has a maximum of 1024 )

    Thanks,

  6. #141
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    Post

    This worked great, I noticed a few things 1) when SL says more than 8 faces to a prim, what they do is create 2 prims, with the first 8 faces on the first prim and the next 8 faces on the next prim and so forth (programmatically, it is 2 prims, but somehow the land impact is less than if the prims were brought in separately). 2) since the sort order is alphabetic, the 10th face is face 0 of the first prim, not the first face (1). The way to fix this is to 0 pad the numbers, so it would be 001,002, ..., 010, 011, ...

    Not knowing zScript very well but something like this
    [VarDef, prePend, ""]
    [if, counter < 10,
    [VarSet, prePend,
    [StringMerge, "00", counter]],
    [if, counter < 100,
    [VarSet, prePend, [StringMerge, "0", counter]],
    [VarSet, prePend, counter]
    ]

    (This is just from reading the documentation, and probably doesn't compile)

    and 3) Though it works the way you have it now, and doesn't act any differently than when i manually added the materials to the materials list at the top, technically they should be listed.

    I want to Thank you for the quick turnaround on this, I believe this will help the Mesh content makers of SL that use zBrush very happy (i suspect that they will ask for a back fill to version 4.6, but like i said to my graphic artist, "just upgrade now that this tool works with SL"), If you want someone to look over and mod it more, feel free to contact me as I have spent a long lifetime as a programmer.

  7. #142
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    Default

    Many thanks Spritely, that's very useful. I understand perfectly about the numbering and will update in the next few days.

  8. #143
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    Default

    Is it possible just to call them material_001, material_002, ... instead of the names of the subtool? We are having to bring in each level of detail separately since the mesh cannot be exported with LOD since there are no subdivisions, so each level is a decimation of the highest detail. If the materials are the same name between all exports then I don't have to change the names to match between files.

  9. #144
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    Quote Originally Posted by Spritely
    Is it possible just to call them material_001, material_002, ... instead of the names of the subtool? We are having to bring in each level of detail separately since the mesh cannot be exported with LOD since there are no subdivisions, so each level is a decimation of the highest detail. If the materials are the same name between all exports then I don't have to change the names to match between files.
    I've done that - try the latest version. I think that should work OK.

  10. #145
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    Hello, I download it and it works real well. The last thing I am trying to figure out is why the faces sometime appear to randomize. I think this is happening during the merge down down functions. I will research more in the morning, as i was writing this up, i actually got the last LOD mesh object to have the correct face order, and i have been beating my head against the wall, before that.

  11. #146
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    So, After a good nights sleep, i started on my next mesh object import (Yes, these are our original creations). I figured out what to change in the file to change the face order on import into sl. I do this by changing the material in the

    <triangles material="material_nnn" count="nnn">
    <input semantic="VERTEX" source="#obj_-vertices" offset="0"/>
    <input semantic="NORMAL" source="#obj_-normals" offset="1"/>
    <input semantic="TEXCOORD" source="#obj_-map1" offset="2" set="0"/>
    <p>...
    </triangles>


    blocks.

    I don't see a way to get information about the subPolys(?) that would give you a handle to sort on though.

  12. #147
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    Spritely,

    I'm not clear of your process. Are you merging separate subtools and then require the original subtool order?

    (You might prefer to take this discussion off thread, so we can sort it out before I post an update, in which case, send me a private message.)

  13. #148
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    Just a heads up that the latest version (4R7_05) will list materials based on subtool order if you merge subtools before exporting a mesh.

  14. #149

    Default

    Many thanks for your work on this excellent tool. I've been using this plugin with success, except for one problem: it seems to scale my ZBrush models down by half.

    I did some tests with a 1 meter cube in SL: exported it to Blender, re-exported back from Blender into SL; it was still a 1m cube. But when I export as a Blender .obj to ZBrush, then immediately save as a .dae using your plugin, then upload to SL, it becomes a half-meter cube. I can cure this by doubling the scaling in SL's upload tool, so maybe it's not a big deal? But I'm wondering if I'm doing something wrong. (I set my units in ZBrush so that one face of the cube = 1m long, but I'm not sure that matters.) Help, anyone?

  15. #150
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    Default wich version is newer?

    is the _05 version newer than _06? for some reason i already have _06 installed but when i try to install the _05 version it asks do i want to replace the 2/13/16 file with an older 11/30/15 file.. i know i didnt upgrade zsculpty tools after sl modified the ''limitless'' face patch for mesh. which file has the mod for the no limit on faces or polygroups?

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