Hi everybody,
I am struggling a lot with GOZ and Maya. I was wondering if somebody has a work around for that or if there is going to be any update on the GOZ for Maya.
I use Maya and Max and I see huge differences in the GOZ behavior between Maya and Max.
Here is a list of the issues I have found so far:
- In Max GOZ keeps the the polygroups, in Maya it doesn’t.
- Sometime it happens that the the GOZ Maya to ZB screws up the vertex ID.
- When the mesh is has the same name of another mesh and is under a group GOZ can’t export the model since there are characters such as ‘|’ in the exported scene that are not allowed in windows. What about saving the the mesh with the UUID?
- This is more of a personal preference but I think it would be better having a direct Name to Name connection rather than creating a custom attribute that get carried to duplicated meshed.
- And finally I think exporting an FBX instead of a Maya scene would work better and fix the polygroup issue.
Cheers
Maurizio