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Exporting from 3.5 to maya changes size

Hi guys,

we are having this problem since using 3.5, and we haven’t figured out yet why…so we export a mesh from maya to zb, then we sculpt, and when we want to export back to maya, the scale of the model is just totally different…anyone knows why is that? it used to work fine before, are we just missing something?

thanks in advance

Are you exporting a ZSphere retopologized version, or is it the same topo? ZSphere-generated meshes have known scale issues when it comes to bringing those assets into other apps. Best worlflow I’ve found is to export as soon as I make the adaptive skin, bring it into Maya, scale it appropriately, then import that back into your ZTool so you also have the proper scale in ZBrush.

Changing scale gets much more hairy once you have subtools and subdivision levels you want to maintain. Best to set your scale straight away, which cannot be accomplished in ZBrush with any degree of accuracy, as it has no real world units system in place.

thanks for the reply, but no, im not talking about zspheres and stuff, im talking about geometry created in maya, and exported to zbrush, once i export back to maya the scale is totally different… :slight_smile:

thanks

do you have multiple subtools ?

sometimes, but not always that it happens

Are you allowed to share your model ? I’m curious about this bug.
In the tool - export panel, you’ll find translate and scale parameters used for the conversion between zbrush unit and real world units…

Im having the same issues and its causing a huge headache. at some point in the process zb centers the objects picot and moves to the xy axis. it also converts everything to 1 cm. it was good for 2 days then this morning bam! please help its costing me time and money and makes baking normals impossible!

I did some tests.

It seems to happen when i change the standart unit in Maya (Window settings/preferences Preference - settings - working unit

i don´t know what the problem may be, but is being a huge pain in the ass at this point, today at work it happened to some other guy too, he didn´t do anything dodgy, he just exported and everything was tiiny, like REALLY tiny…no ideas yet what is causing that…

Hello Guys

Are the button’s children of any other mesh? What if you freeze the transformation in Maya first before exporting? Would it be possible to get the objs for testing?

Paul

we are having this same issue as well. also Zbrush doesnt seem to maintain vert order anymore i am constantly havein explodeing meshes when i try to use the morph target. what the heck!?

Here is the solution to the problem.
It seems for some reason the top tool in your sub tool menu. especially if from zb 3.1. for some reason automatically scales itself centered at 1cm…

to correct this go to your other sub tools and look at your export scale and translation (xyz) settings. export tab under tool menu
apply this number to your top or problem sub tool and export/. it will import to the right position in maya. then re-import (the buttons in my case) and they will pop into place. it seems for some reason zbrush is altering the scale of the first subtool. so if you have multiple sub tools that match in scale settings use those. once exported it puts the zbrush stink on it and new tools will import and export correctly correctly.

also i think that possibly if you export a tool while parts of it are hidden it will cause the issue to reoccur.

:evil:

hey dozogovi
I if its exploding its probably a front end issue, maya or max impoter export settings. also if you reconstructed your sub tool that will also kill the vert order. the work around i use is to re-project at .01 with the obj of the vert order mesh that i want. I did the same test for u guys a few months ago lol! Yours was much better! congrats on the gig!

These pipeline issues remind me of when i was a beta tester on zb3 at gentle giant! good times!

Are you exporting your models to Maya ?
Do you use .ma export ?
In Maya Obj import option, do you unckeck create multiple objects ?