Hboybowen: good to know it’s fixed.
tennet: well, we don’t know what was the issue, but the most important is that now it works!
hawktime2010: go in Preferences >> GoZ and click on Update Path to 3DSMax and select the good 3DSMax.
zerd_sword: except editing the mel script, no, sorry.
I have the same issue with maya 2012 and win7-64 / winXP-64 and GoZ launching multiple instances of maya. All verifications done, I did’nt found a good workaround. Anyway this latest revision of GoZ still works fine with Maya 2011. Thank you autodesk! So where do we/I have to submit a this bug? Hope that Pixologic has solved this issue and will post a GoZ patch or new revision very soon…
It’s currently in testing, then expect a quick release
Great! I hope so cause I moved/updated some projects and tools to 2012 and it’s not handy to switch back to 2011 just to have GoZ working properly…
Is there a way to get an email when it’s released?
Hi,
We have just update GoZ at our DownloadCenter ( http://zbru.sh/goz2) with a new build which add the Photoshop CS5 x64 on Mac OSX, but also fix several issues:
- Maya launching multiple instances. Please note that it fixes the issues when you were able to send models from Maya to ZBrush. If you don't have the GoZ shelf, it's because of a permission issue on your side and it's not related to the bug which has been fixed.
- An offset and/or scale appears when opening ZBrush with a mesh sent from a supported application and sent back to ZBrush.
- UVs were deleted sometime when sending a mesh from 3DSMax to ZBrush.
- Quit ZBrush and the target applications.
- Go in your c:\Users\Public\Pixologic (Win) or /Users/Shared/Pixologic (Mac OSX) folder and delete its content (or archive it).
- Open the downloaded zip file at the Download Center ([http://zbru.sh/goz2](http://zbru.sh/goz2)) corresponding to your OS and unzip it in a temporary folder.
- Browse the unzipped folder until you find the Pixologic folder and open it.
- Copy -the content- of this Pixologic folder (GoZApps folder, GoZBrush folder and GoZProjects folder) in your Pixologic folder specified in step 2.
- Now go to your ZBrush executable folder and open the ZData/Zplugs folder. (Not the ZStartup/ZPlugs folder!)
- Go to your unzipped folder and browse it until you find the ZBrush 4/ZData/ZPlugs folder.
- Copy the GoZ.zsc and the GoZDLL.dll (or GoZ.lib on Mac OSX) to the folder specified in step 6
- Optionally, you can also copy the content of the unzip folder ZStartup/ExportTamplates folder of ZBrush, but these two files hasn't been edited since the previous update.
- Start ZBrush (not an administrator on Windows!) and click on the GoZ button: it will do a new search of target application and reinstall the files if needed. Always accept the administrator prompt message or enter an administrator login and password when requested.
This is great news. Thank you!
OSX Photoshop 64bit GoZ support, THANK YOU Pixologic :-)!
hopefully one day GoZ Blender support arrives
Great!
GoZ is working fine with maya 2012
I got it working for 64 bit 3ds max I was pointing to the 32 bit folder
I was under the impression the program files(x86) folder was 64 bit but in fact its 32 bit
the regular program files folder is 64 bit.
Thanks for a great PIXO-fix…
OSAM!!!
Thank you for keeping GoZ backwards compatible with older versions of C4D.
GoZ works great with C4D R10.5 ! [even though the documentation states compatibility with R11+]
BUT it was not easy to get it to work, as the GoZ_Upgrade_steps instructions have a couple of major errors. [Upgrading from Zbrush 3.2/GoZ]
1st problem; the Macintosh Install instructions are incorrect in the placement of the Pixologic folder. There is no Public folder in the Shared folder. So manually creating one, to match the instructions, will result in a plugin failure error.
On a Mac, the Public folder always resides in each users Home folder, not the Shared folder. Ignoring that part of the instructions and placing the Pixologic folder directly in the Shared folder, results in a happy plugin.
Proper placement; Root/Users/Shared/Pixologic
2nd problem; The instructions direct to overwrite two files in the ExportTamplates folder. But there is no “ExportTamplates” folder. There is an ExportTemplates folder. If you overwrite the two files in this existing folder, the plugin will fail. So, you must overwrite the two files in the existing “ExportTemplates” folder, then duplicate this folder and rename the duplicate, “ExportTamplates”. Then the plugin will work. [not sure what a tamplate is but I’m no programmer] The plugin is made to work with the miss-spelled folder name.
Proper placement; Applications/ZBrushOSX 4.0/ZStartup/ExportTamplates
[Tamplates must remain miss-spelled]
Aside from these two ‘‘Gotchas’’ in the instructions, everything works as advertised.
Great News. Thanks. Now it Works good.
One thing that still Bugs me.
If I bring back a Mesh to Cinema that is not located at the Worlds center the Axis always changes to World Center. The Orientation of the Vertices is correct but not the Objects Axis.
Can you please fix this?
I am using Cinema4D R12 on OSX.
after update,
if i press in modo goz, will send the geometry to zbrush.
but not from zbrush back to modo.
if i am in zbrush and press goz, it lunch modo, but doesnt load any geometry
any ideas?
Thanks. =)
Pelos: do you have a dialog box in modo on startup (like “the default content isn’t loaded, etc…”)
holgar: we will look at that. Do you have always this issue or only on some models?
acmepixel: you are right, the documentation have a mistake for the Public/Shared folder on Mac OSX, but it doesn’t have an error about the ExportTamplate. The name is like this in the documentation and application.
same issue
hi, thanks, not any message, it opens modo fine, but doesnt happen anything after, i do have the button of GOZ on the upper part of the UI, and i can send stuff to zbrush.
i did the force reinstall and since didnt work i did it manually coping the files to zbrush.