ZBrushCentral

Maya GOZ Issues

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:


  1. In Max GOZ keeps the the polygroups, in Maya it doesn’t.
  2. Sometime it happens that the the GOZ Maya to ZB screws up the vertex ID.
  3. 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?
  4. 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.
  5. And finally I think exporting an FBX instead of a Maya scene would work better and fix the polygroup issue.

Cheers
Maurizio