ZBrushCentral

GoB: an unofficial GoZ for Blender.

Installing it went perfect. One issue I’m having though, I selected all of the objects in Blender to send over to Zbrush but after Zbrush loads up, it immediately crashes.

I’m using 4R5 and Blender 2.66a by the way. Is there something I can do to fix it?

Edit: It works great now, thank you. Managed to fix it by going to File > Export > Wavefront (.obj) > and unchecked Write Materials.

Thanks very much for this, I really like your effort.

I have problem with this plugin. When Export to blender a subtool, the sobtool is imported in blender with a offset in z axis (y for zbrush), when import again into zbrush the subtool is offset, so in wrong position, also, zbrush append it in a new scene, and not replace the original subtool with the edited one in blender. Also, seems there is something wrong in blender obj export, if I export a obj to blender for replace a subtool (so the some geometry with some edit polygons inside, and some name of the correspondent zbrush sobtool), zbrush try to apply the high leavel details into the edit meshes but cannot put all the details (so, i.e., the last two leavels of details are lost)
CAnnot find where is the error…

I’m with blender 2.67 and Zbrush 4r5

Thank in advance.

Well well,

Are you sur about the offset?
The position is the same in ZBrush and Blender, but ZBrush do not show the real position because it uses relative coordinate by default.
In ZBrush to “show” absolute coordinate, you can open the ‘Draw’ menu and set the ‘grid elevation’ to 0 (default is -1), and in the menu ‘Tool’ got to the ‘export’ panel and set X-Y-Z offset to 0.
The script use GoZ for import/export and you maybe need to update Goz with the update 1.

seems there is something wrong in blender obj export, if I export a obj to blender for replace a subtool […]zbrush try to apply the high leavel details into the edit meshes but cannot put all the details

ZBrush try to apply the high level if you have modified the topology or the order of the faces, this is the normal behavior. If you just move vertex in Blender, ZBrush do not need to apply the high level.

(so, i.e., the last two leavels of details are lost)

Strange, have you an example (a ztool)?

Thanks for your reply.

I did some test, and with some native file from zbrush (some example scenes) the problem do not exist and GoB work correctly. Only with my previous file, done originally in Modo 501, I have this issue. The example scenes in zbrush don’t give me any issue.

In this file, done in modo, I have, in Tool>Export an x offset of 0.45, an y offset of 0.87 and z offset of 0.19

Use Goz with the some scene in modo don’t give me any issue. so, I think, is a problem due to modo import/export.

Maybe you just need to adjust offset?
or we can modify the script to take this offset into account?

Thanks again
If I use zbrush and blender, no problem, but when import meshes from other software (softimage or modo) and then try to use GoB, blender/zbrush suffer this issue about offset.

So, I think, the best is avoid to use different software or don’t use at all blender when the base meshes came from other software different by zbrush

GoZ for modo work correctly, if I use a mehs becoming from blender, modo, softimage or zbrush.

I feel like a dunce here. Clicking the applink button within Blender opens up ZBrush 4r5, but it crashes almost immediately before even displaying the mesh. I’m trying to get update 1 to see if it solves the issue, but I can’t seem to find the download. The thread link takes me to the download center, and the GoZ button in the download center takes me right back to the thread. Any ideas?

So, I finally got everything running mostly correctly. However, when importing back into Blender my mesh is rotated 90 degrees on the X-axis (fairly standard for .obj imports from other packages). Is there a way to automate correcting this that I’m missing?

You are right, the GoZ v1.01 should be include with ZB4r5. You can check this:
open the “GoZ_Versions.txt” file inside the directory (on Windows) “C:\Users\Public\Pixologic\GoZBrush”.

The current version is GoZ v1.01

when importing back into Blender my mesh is rotated 90 degrees on the X-axis

On old versions of GoZ this may happen. But you can change this behavior inside the script or using the “GoZ_info.txt” file inside the “C:\Users\Public\Pixologic\GoZApps\Blender” folder (on Windows).

Thanks for the response. What should I change exactly to get this working? I tried changing each FALSE to TRUE one by one in the info.txt but never got a correct result, and I don’t even know where to begin to look within the script.

Hi first let me thank you for your efforts in creating this for Blender.

I am on mac (Mac OS 10.6.8) and have never used GoB before but would like to.
Will this work with Blender 2.66 and 2.67?
And if so, where can I download the latest mac version?

Hello,

You can found the latest version in the post #127.
It works for Blender 2.65 and more recent version (2.66 and 2.67) and with GoZ v1 (ZBrush 3.5 -> ZBrush 4r5).

Do you have GoZ v1.01 installed?
Have you tried an export (then import) with models from ZBrush like the “Kotelnikoff Earthquake”?
To rotate the model you need to edit the matrix in the script (“ext_GoB.py”):

For import :
line 112

112    me.transform(mathutils.Matrix([
113                        (1., 0.,0.,0.),
114                        (0., 0.,1.,0.),
115                        (0.,-1.,0.,0.),
116                        (0., 0.,0.,1.)]))

For export:
line 381

381    mat_transform = mathutils.Matrix([
382                            (1.,0., 0.,0.),
383                            (0.,0.,-1.,0.),
384                            (0.,1., 0.,0.),
385                            (0.,0., 0.,1.)])

but depending on the rotation behavior you need to try some matrix.

Thought I’d go ahead and post this for anyone interested. I just did a short tutorial on using this tool for CGCookie.com. It’s a nice little primer on installing the tool, getting a model into ZB, and exporting a painted, sculpted model back into Blender. Enjoy!

I seem to be running into the same issue. I’m using Blender 2.67 and Zbrush 4R. I’m not sure if there is something with the Zbrush config, the script or simply something I’m not doing correctly. Below is my workflow…

  1. Select object to export
  2. Imports into Zbrush
  3. Make changes (not to geometry, but to position)
  4. Click GoZ
  5. There is a slight flash of the cursor and it remains in Zbrush

Anyone else having the same issues?

It worked ok for me, last time I used it - a week ago…

Quick question, does the addon support multiple UV sets on a single object?

Thank you very much for your video on cgcookie!

ZBrush do not support multiple UVs. The addon export only the active UVs set from Blender.
The problem is ZBrush->Blender only one set is send and the object lost all other UVs. But the addon kept temporary the mesh data and you can retrieve this using the ‘Object Data’ tab.

The best solution is too duplicate mesh (shift+d) Inside Blender.

Hey there Stunton, thank you again for GoB, keeping us up to date and your quick responses.

I’ve ran into a bit of an issue, most likely because of the new update to Zbrush 4r6. . but I’m getting the following prompt.

Unable to Open File: C:/users/Public/Pixologic/GoZBrush/Scripts/GoZ_ExportFromZBrush

Hello,
This seems to be an ZBrush issue. Try Preferences->GoZ->Force reinstall.
GoB do not use GoZ_ExportFromZBrush (but GoZBrushFromApp.exe).

Hello,

just a quick update for Blender 2.68 in attachment.
(It is just the addon for the Blender side).

To install it, goto in Blender -> File -> User Preferences… -> Addons tab -> Install from File…
and select the .zip file. Blender show you the addon, just check it and save user prefs.

one new feature :
-Autoloading.
Click on the Blue icon and Blender will load automatically the GoZ export.
(This check every 0.3 second for new file, disabled by default).
The autoload is active when the icon is green .

With autoload deactivate (blue icon), you can import manually by shift+click on the icon.GoB_2-68.zip (6.6 KB)