ZBrushCentral

Goz to maya switch yz on export

I’m currently playing with the unreal animation and rigging toolset which requires z as the up axis and i was wondering if it is possible to switch the yz axis with goz.

I tried to add EXPORT_SWITCH_YZ = TRUE in the Goz_info.txt located in C:\Users\Public\Pixologic\GoZApps\Maya with no luck…the only thing that it did was switching the normals.

Any help would be appreciated

Yes, I tried but I don’t think there’s a way. What you will have to do is export as an OBJ from ZBrush after setting the export Preferences (eFlipZ and eSwitchYZ).

Hey Marcus thanks for the reply :slight_smile:

Yeah that’s what i did (eSwith YZ on and eFlip Y off) but it becomes a real pain in the … when you have a bunch of subtools to export.
I’m just a bit sad that i won’t be able to skin a character and switch back anf forth between the 2 apps as fast as i can do it in zbrush->3d max->zbrush.
Or maybe i can rotate the model in the deformation panel and “repeat to other” before hitting the magic button. That would do the trick i guess.

I wish there was such an option to switch yz only for goz->maya so the model would be facing the right direction in all packages.

I’ll ask on epic forums if they could implement an option to stay in the maya original axis.

This macro will rotate all the subtools. Save the file to your ZBrush 4R6/ZStartup/Macros/Misc folder. On restarting ZBrush you should have a new ‘Axis-ZUp’ button in the Macro>Macros>Misc sub-palette.
Download here:

It’s not an ideal solution but at least you can then use GoZ.

Thanks for the macro Marcus i’m going to give it a try