'cause i sure as $#!% are
Have you tried the scale factor setting in TOOL>EXPORT??
Or checked that in the import/export preferences of your app of choice (?) that its not scaling imported OBJ’s up or down by some factor??
Other than that sorry cant help ya cus it seems fine with Cinema 4D so far!!
:ex:
the buggy behaviour i’m getting is exactly the same as with 3.0
. all import / export options are turned off in zb. tool > export > scale is set to 1 ( i have played with combinations of these settings to no good effect ). maya settings : exporting with groups. importing with create multiple objects set to false ( again. i have experimented with combinations of these settings )
. to the observer it’s entirely random. some obj’s with exactly the same import / export settings between both maya and zb scale fine. others ( most in my case ) are %^$*ed
.
of all the bugs and problems i feel this is the most significant. and fundamental. please. please. fix the #$*^ing thing
using max9 and zbrush3.1 didn’t give me any problems of this sort so far… i checked right away because, as you say, it’s pretty fundamental!
i wasn’t that thorough in testing however, so it still might appear!
Im having the same problems, I just can “Zoom in” no much closer =S …annoying!
is it possible that models which came up buggy in 3.0 could be infected somehow ? i haven’t begun work on anything new in 3.1 and it would be helpful to know if this is a bug there or whether i’m bringing bugs across from older models. amongst great frustration dealing with this problem requires a lot of workarounds and preplanning to compensate. since we’re likely gonna have to wait months for this to be addressed ( if it is indeed a bug ) i’d like to know beforehand so i can establish some ’ workflows ’ to deal with it
I had the same setback. Apparently the scaling issues affect anything that was imported through version 3.0. If you import and export through the now 3.1, the issues appear to be resolved. You should be able to save your past work however. If you have UV coordinates on the model that was detailed in 3.0, you can create a displacement map and reapply it to the same low poly model once it’s imported and subdivided in 3.1.
I got the idea in a similar workflow solution in this older thread:
http://www.zbrushcentral.com/zbc/showthread.php?t=27754&highlight=Ktaylor
We’ll get through this…
j