I’m new to zbrush and I love the new script.
But I’m using in OSX and encountered the some OS depended problems.
And I figure out to solve this problem.
Here is temp fix for script to work with OSX.
line 35:
PATHGOZ = “/Users/Shared/Pixologic” #<- for OSX
line 792:
os.system("{0}/GoZBrush/GoZBrushFromApp.app/Contents/MacOS/GoZBrushFromApp".format(PATHGOZ))
In fixing you have to watch out for indents are correct.
I hope this will help.
@ cube republic:
Sorry I had not seen your message. Try to fore reinstall of GoZ (go to Preferences->GoZ->Force Reinstall).
GoB use only GoZBrushFromApp.exe which is part of GoZ.
@ matt.heimlich:
Indeed, it was easier to suppress group and recreate it since ZBrush do not attibute name to polygroup (just a color), and GoB use the weight paint to create mask for ZBrush.
You can retrieve previous polygroup and weight paint inside Blender:
In the object data tab, click on the triangle icon to browse previous mesh.
Thanks for the quick reply. I’m not seeing an option to browse previous mesh data, would you mind adding a screenshot? I’d really appreciate it. Been using Blender for 7 years and still finding new functionality!
The workflow for this particular character (background character) is Exocortex Species in SoftImage to create the base mesh and rig, FBX to Blender, rig cleanup, and now I’m using the base mesh to create a series of different looking characters with some light sculpts in ZBrush, although I’d like to be able to do some heavier sculpts, which seems like it shouldn’t be much of a hassle if I can indeed recover vertex groups once I get back into Blender.
This is the panel for mesh data, when you import a mesh from ZBrush the previous mesh is in this list:
But your problem is about group names?
You can retrieve group vertex stored with previous mesh data, but not the name. You have to rename vertex group to reuse the rig Inside Blender.
I have made somes tests with polygroup and it seems to be bugged as hell, I will update this and try to keep group name in a next release.
Ahhh okay, I see what you mean. Yeah, what I’d like to retain is weight painting (which is stored via vertex group) and the group names (rigs rely on group names matching bone names). Currently if I switch back to the old mesh data it both reverts the geometry to the original exported base (ZB changes are lost), and rotates the mesh by 90 degrees on the x axis.
I’d like the workflow to eventually match the one I use if I just stay within SoftImage:
Species to create character and animrig
GoZ to ZBrush for tweaking/sculpting
GoZ back to SI, all weight/envelope data is maintained, so the rig automatically works with the new sculpted mesh.
As far as I can tell the export and import within Blender completely breaks vertex group names and content.
Alternately, if the exported retained vertex order between export and re-import it would be pretty trivial to just transfer the weights with a short script, and this would be acceptable too.
I’m glad you’re keeping it in mind for the next release. Thanks!
EDIT: Found a temporary workaround, for anyone interested. You can duplicate your imported mesh, switch the duplicate to use the original’s mesh data, select your sculpted mesh, then your original data mesh, then in the vertex groups panel copy vertex groups to selected. I’ve only done one test so far, but it seems to get the job done.
I think in your case you dont need to edit polygroup inside Zbrush?
So you can just skip the import polygroup:
add after the line 299
continue # <- Skip polygroups
it looks like that :
294 elif tag == b'\x41\x9c\x00\x00': #Polyroups
295 groups = []
296 fic.seek(4,1)
297 cnt = unpack('<q',fic.read(8))[0]
298 for i in range(cnt):
299 gr = unpack('<h',fic.read(2))[0]
300 <b>continue # <- Skip polygroups</b>
301 if gr not in groups:
302 if str(gr) in ob.vertex_groups:
303 ob.vertex_groups.remove(ob.vertex_groups[str(gr)])
304 polygroup = ob.vertex_groups.new(str(gr))
305 groups.append(gr)
You can now export polygroup but not import new polygroup from ZBrush.</h’,fic.read(2))[0]
</q’,fic.read(8))[0]
I build Blender a couple of times a day and I haven’t encountered any issues with the GoB addon for a while now. Try installing from scratch and forcing installation in ZB.
Thanks, I’ll give that a try. I’d like to still be able to work with polyground in ZBrush while maintaining my Blender vertex groups/weights. Not sure if that’s possible, but I’d think that it could just append the new ZB groups to the list and retain them upon re-import?
Hello guys, I’m glad this addon is working, but I don’t know if is because of the update, every time I use goz, the position of the objects change and is really annoying when you are working with a full body character and you want to keep the subtools in the same position. I’m using the latest update of zbrush 4r6 and the latest blender 2.69.
@ giovannyarce:
Maybe a prbem with pareting.GoB do not checkthis. It i better toedit an object without rotation, translation or parenting.
I will try to correct that.
@ FritsLyneborg
Try with the attachments, I modified a bit the script. Now it will be compatible Windows and Mac, and has only one file.GoB_2-69.zip (6.7 KB)
First I had some permission issues on two folder, but I manually updated / allowed access (I’m sorry I am not sure of the names, did not take notes, but they where within the Pixelogic folder.
Now GoZ_ObjectList.txt can be created, and it appears to be writing the name of the object I’m trying to move around.
It even works to move From ZBrush to Blender… BUT:
In blender the icons are messed up, and the left one has no function. The right one changes from a blue ball to a green ball - not the Blender Logo.
And I cannot manage to move From Blender To Zbrush.
I am using Blender 2.69 and zBrush 4R6 on Windows 8.1 x64.
I have installed GoB as stated in the documentation.
I can transfer models from Blender to zBrush but the opposite is not working (zBrush to Blender). Nothing happens when I click on GoZ.
What did I miss?
I’m having issues trying to get this to work in Blender 2.69 (official build from blender.org) Macbook Retina 64bit. Mavericks. It installed OK though, I just get presented with the following error as in the screenshot. Any ideas?