ZBrushCentral

GoZ: 3DS Max

Hi there,

I’ve been trying to get GoZ to work with 3DS Max but I can’t get it to work: the GoZ installer runs fine and 3DS Max gets the menu installed, but when I try to GoZ an EditablePoly it imports into Zbrush an empty ztool. The other way around, it doesn’t even open Max, Zbrush only gets a dialog on the upper left area saying “optimizing mesh” then nothing happens.

I’ve seen more people describing this problem, but no solutions. Has anyone been able to deal with it?

cheers

Hi, I’ve had the same problem till ten minutes ago. I’ve been aware that it don’t work for me and come here to the forum in search for some answers. I wanted to specify our common problem, cause two days before as I’ve been trying it, I’ve checked the script listener in max for some additional info. Today when I wanted to see that error message again the whole GoZ have actually worked.

Now I’m not sure how come, but I have a tip you can try. The error line was something about missing node in the obj file exported from Zbrush. Nevertheless I’ve tried to import the obj manually and it worked without problems but GoZ still didn’t. Short after that I’ve gave up my effort and continued to import/export manually. Since it’s working today I would encourage you to use GoZ in Zbrush, open 3DS Max and manually import the GoZ obj ( it’s C:\Users\Public\Pixologic\GoZProjects\Default on Win7). This should work without a problem. Then restart both apps (maybe whole computer) and try GoZ again.

I know it sounds a bit strange but I’ve done pretty much the same (over the period of two days :smiley: ) and now it’s working like a charm. So if it help somehow let me know. If not you can at least copy the error from script listener (the text field in bottom-left corner) here, so someone more experienced in MaxScript can have a look on it.

Anyway sorry for my english… it’s not my mothertongue :wink:

But… I have another issue with GoZ and I don’t mean to reroute the direction this thread is having but since it’s name specify my combination…

After I use GoZ from Zbrush it works fine, however after I make some topology changes in Max and send it back the mesh is not updated. The polyframe looks still the same (and it definitely shouldn’t… manual export/import works fine), so the topology is unchanged. Strangely still, when I GoZ it to Max once more, the updated topology is sent.

So although the Zbrush evidently recieves the updated model and stores it, it doesn’t show it and uses it just for another export.

If anyone has the same problem, please let me know. At least so I know I’m not alone :wink:

Hey there Knedel,

thanks for the reply! I tried what you suggested and it’s a bit closer, but still not working:
when I manually exported from Zbrush to the C:\Users\Public\Pixologic\GoZProjects\Default folder, Zbrush started recognizing it as the default folder so now it exports everything it should with GoZ, it opens Max… but then the Max file is empty. Nothing appears, and if I try it again it simply opens a new window. So I guess something is missing in the protocol that tells what Max should open with, but I don’t know how to solve. (oh, and I did try importing the mesh into Max but though it doesn’t have problems, GoZ still won’t work correctly)
The other way around works though, I can make an editably Poly in Max and when I press GoZ it opens correctly in Zbrush. (The Max listener doesn’t show any problems since from Max to Zbrush the process works)

I don’t know what else to try, has anyone got any ideas?

(P.S. Knedel: since I can’t GoZ the tool directly into Max I still don’t know how to adress your problem either :S)

Hi all, this doesn’t solve the issue but since the topic fits aswell, hope you don’t mind adding another bug the list.
I am using 3DS Max 2011 64bit and Zbrush 4. The GoZ option would be really useful it actually worked. Exporting from ZBrush to Max seems to be alright, however the reverse process of exporting base mesh from 3DS Max out to Zbrush fails misserably on all possible levels.

For example I have clean meshes in the form of Edit Poly in number closing to 100 000 polys. Now, when I would do the work of exporting from 3DS Max and importing all the objects individually, one by one it would work. However with GoZ the errors start at various levels. GoZ seems to ignore groups so when it exports something it does it per object. Which could be good probably but sometimes I think its not always desired to work with literally each strand of hair. Objects are recognized by ZBrush as a “group” if they have been exported together. When exported with GoZ, each object counts as an individual subtool. Also, probably it is meant to be this way but during the export, instead of assigning by random subtool slots, it has to start counting from 1 upward for each object available. So when we speak of 200 objects, the import got increasingly longer with each additional subtool added.

But of course, I could understand that it might be either my hardware limits or ZBrush not being constructed to handle that many objects at once in the viewport. However even when I exported only 20 objects making a total of about 30 000 polys, they didnt export together at all. Some of the objects were mirrored copies of one object and these weirdly enough didn’t export, just the original object. If it was intentional that the export is mesh selective and leaves out of export similar meshes then that is fine. In my case it exports all the mesh aside of clones. I tried to rename or even shift some vertices thinking it could solve the issue but without any luck. Exporting some of the “unexported” objects yields normal export or the mesh inside ZBrush has flipped normals inwards.

So a shorter version of my issue
:large_orange_diamond:Software : 3DS Max and Zbrush 4 GoZ
:warning:Issue : Increasing loading times on Export from 3DSMax to Zbrush upon looping subtool list for assigning each object as subtool after the previous one.
:warning:Issue 2 : Some objects do not export and some appear with flipped normals.

If anyone has any idea what it could be caused by or a solution for these errors I would be most happy to hear them. Thanks

On a note, before posting this I was looking through other posts around here and read that because someone forgot to apply a UV map to the objects it didnt work correctly. I remedied that by trying to export it both after an UVW Map and secondly with an Unwrap UVW. Neither this has helped and actually after the objects have been assigned a UVW map, it got worse. Less objects appeared and I got these two error messages.

Any idea why 3DSMax to Zbrush through GoZ doesn’t load up all selected objects into the Zbrush subtool menu?

Here you are!

first at all you have to run zbrush and click on import. Close that window and that´s it. There is a bug in your copy. With that trick you wont have problems.

If you or somebody can read the post "Problem with UV´s/3dmax- Goz- Zbrush I´ll thank you

http://www.zbrushcentral.com/showthread.php?t=94160&highlight=max

I have the same problem than Iccarus and I getting mad. I Don´t Know what I´m doing wrong, Thank you

redundancia,

I’ve tried importing and exporting from the Zbrush menu but though it opens Max it doesn’t import the obj or anything, the file remains blank. :S you say that maybe the bug is with the Zbrush 4 installer?

about the question you asked, I noticed that before exporting to Max with GoZ you, or at least the other person that made the post with the same issue, used Flip V before using GoZ. I know that with normal exports one is supposed to do that, but I thought that GoZ handled that and made the vertical Flip for Max automatically, couldn’t it be that you are accumulating two vertical Flip, ending up with a wrong one?

Hi Rapto,

Yes, I think it’s the same issue some people had. It’s a bug. You just have to click on Import and then cancel the window that will open. It’s just this, then Zbrush will work correctly. Simply go to 3Dmax again and do the GoZ one more time. Now it will work (assuming this is the problem).

I tried that but I still get an error :S

the thing is, when I press GoZ inside Max, it imports into Zbrush without a problem. So Zbrush is importing well, fthe problem is from Zbrush to Max, it always opens a new window, which is blank. I guess my problem is with the protocol related to the import into Max, but I’ve run out of ideas to try.

Thanks for the reply though :slight_smile:

Hi Friends
I m facing the same problem with Goz. Whenever I m sending my base mesh from 3ds Max to zbrush, nothing is showing on zbrush viewport :cry:

please anyone help.

though I haven’t been able to solve my problem yet, have you tried to (when inside ZBrush) manually export an obj. into the folder that GoZ uses by default, then import it into Max. In my case I can use GoZ from Max to Zbrush, but not the other way around

Have you guys try to “Force Reinstall” GoZ from Preference:GoZ menu?..seems like no one have mention it in this thread. I have no problem working with Max 2011-GoZ-ZBrush as far as I can tell until now, but I only wish GoZ support Max’s smoothing group as a polygroup/ edge crease.

_Revel

thx redundancia, i had the same problem like the others, but your tipp with the import bug, fixed all. omg you saved my day thx thx thx,

hi,

if you press goz in 3dsmax 2011 x64 and get blank tools in zbrush, here is a solution, open zbrush, open a premade tool , save that tool.

now go to 3dsmax and press goz. it works.

somehow zbrush 4 is very buggy if you dont save a tool when you run it. so save a tool when you open it. then keep going.

Please, contact the support and open a ticket which discribes your problem. If it’s your first time sending a ticket, please don’t forget to fill your profile, including your ZBrush serial number and your Cleverbridge reference.

Your problems seems to be very specific to your ZBrush install and/or 3DSMax.

Hi,

I’m having a problem with Zbrush 4 GoZ and Max 2010. I have a character in Max with its pivot point on the origin i’m exporting it as an .obj. After importing it in Zbrush and doing a bit of sculpting i’m using GoZ and it does bring my model back to max but this time it repositions pivot point to the tip of the head making my character below the origin. (so basically the pivot point was at the base of the feet and now it’s on the opposite side of thecharacter). Any ideas ?

Cheers, Serge.