ZBrushCentral

A working FLIP script?

I read the provided thread, and was wondering
…was there a revised script that worked?
It seemed at the end there was a revision to the script…?

…I’m not trying to be difficult (i promise), i am new to all this 3D info and not sure if it’s something i am doing wrong in the creation process. I am trying to avoid any moe “import/Export” tests if it’s not going to work right now.
Thanks again for all the help!

You may need to tesselate your object so that all the polygons have at most four sides. I note that the polygon on the front and back of your model has five sides which ZBrush may have trouble with. ZBrush is meant to handle only triangles or quads.

Thanks for the info, i will look into that!

i imported a DXF of the same thing created in (ahem…) TrueSpace5, with no trouble.

Maya (as far as i know does not expot .dxf) ?

Questions:
1)are .DXF file better to use than .obj for objects with more than 4 sides?

  1. any resource info for this type of thing?

love…
the universes biggest polygonal idiot


:confused:

For most use other than games, wherever possible, it is best to work with quads. You will generally want to apply subdivision smoothing to your model. This allows you to work with a small number of polygons but render a high number – much more efficient for your system to handle.

What this means is that every polygon gets split a certain number of times based upon the subdivision value. Now if you have a four sided polygon, this is very simple – draw a line from the center of each side to the center of the opposite side. Presto! Four rendered polygons for every one real one. Of course, you can go higher, too. But every resulting polygon will always end up having four sides. It’s very neat and tidy.

But what if you have a five sided polygon? Or three sides? How is the computer supposed to deal with that? Add to that the fact that each subdivision must also intersect properly with all adjoining polygons. It can get very ugly, very fast. The computer will generally try to cope, but the results can be unpredictable.

So, rather than looking for ways to deal with non-standard polygons, it’s better to learn ways to avoid having them in the first place! This isn’t always possible, but with good planning you should usually be able to avoid it. (In fact, every five-sided polygon could actually be turned into one four-sided polygon and one three-sided poly. Not quite as good as all quads, but usually far better than a five-sided polygon.)

Thanks aurick for the info.
i am finaly understanding! i printed out 30 pages of your response and glued them to me and baked in the sun for an hour just to have all this widom baked in…

Here is the workflow:

  1. MAYA: Poly tool> Draw 4 sides> extrude face (basic CUBE shape)

  2. CUBE in wire frame shows no signs of “mysterios Poly line.”

3)ZBrush: select Poly tool> smooth .01
IMPORT cube from Maya, …and here is the wierd Poly line thing!

4 shows what happens when i use DOUBLE one time.

If the poly line was in Maya i could delete it before exporting as a .OBJ…but it only shows up in ZBrush import.

Any suggestions? (and please…be kind, i am in a fragile state)

Could you show a screen capture of your Tool>Inventory menu when you import the model?

As for 4, that is a natural result from having triangles in the model. It’s the same effect as with subdivision. ZBrush is dividing the quad polys exactly in half. Then it adjusts the tri polys as well as it can to maintain a contiguous mesh.

Here is the screen Capture for IMPORT:

here is the link of this subject at a Maya forum:
http://www.renderosity.com/messages.ez?ForumID=12409&Form.ShowMessage=1358336&Reply=1358750#7


i have tried IMPORT from both places in ZB and set tri2quad.

Could you please send the Maya-created OBJ to me? I’d like to do some testing. [email protected]

Here is a .dxf created in TS5 with no import trouble.

This is not a ZBrush problem. It is a Maya problem. I have loaded your model into Cinema4D.

It has 10 points and a total of 11 polygons. Three polys are very thin ones along two horizontal edges and one angular edge. I’m attaching a screen capture for you.

…ok thanks for clearing thart up.
i guess i’ll see if anyone in Maya land knows how to solve this.
or maybe i’ll stick to TS5. DXF

Thanks! :slight_smile: :eek: