Did you try to just merge them in Zbrush into the one subtool and then take them over. You can always separate them in Maya.
Hello, i was tryng goz with maya 2012; maps & uv’s created, brush alerts:
"ZScript Note: interface could not be found
tool:Export:X Offset
in…
IGet,"Tool:Export:X Offset
how can i solve?
thanks
Hey can you post a screen shot of your problem? That may help get a solution.
Both ZBrush and Maya -ARE NOT- running as an administrator ?
If yes, delete the GoZ shelf in maya and do a force reinstall in ZBrush GoZ preferences.
Hi
Been working on a character in 4.0 and stupidly opened it in 4.2 plus saved. Using GoZ to go from 4.2 to 3dsmax 2012 results in the model being 10,000% smaller than max dimensions. This will be because the model has been started in the older zbrush version. Anyhow scaling up the model in max or in zbrush to the right size destroys all the sculpt detail. Any idea if there is a way I could get this model to the right size so if I wanted to render it in max I could. Now that isnt possible.
All help appreciated.
Damn, I wondered why I was the only smuck with this problem. Because it is so obvious. I will put this here just in case another has the same problem. I only had to set the export value from one to 100 in zbrush. I thought that was just for spitting out objects but it turns out my models came into max at a size that was easy to work with. Make a new mesh in max and it sent that new mesh into zbrush at the right size there too. Plus no loss in details.
I have this same exact issue! How’d you fix it? It was fine in r2, but now that I changed to r2B it doesn’t work
EDIT:
Nevermind, found this post:
http://www.zbrushcentral.com/showthread.php?164569-The-problem-with-3ds-max-2012-and-GoZ-plugin&highlight=dotnet
Completely fixed it!
Just a general workflow questions with Maya and GoZ.
There isn’t a way to transfer polygroup information from zbrush to maya and back again like you can with max is there?
I figured with the Goz file type maybe Pixologic had figured out a way, but I can’t seem to get it to work.
It would be an awesome feature if this could be implemented at some time.
I have noticed that with the latest goZ_4r2_win_4_jan_2011 that a model’s UV’s are flipped vertically (which is what I would personally want it to do) when the mesh is sent to Maya 2012, but when the Mesh is sent to Max 2012 the UV’s are not flipped vertically. This happens on every model, every time.
Also to add to my last post. In the maya .obj export settings if you have “groups” turned on you can transfer polygroup information form Maya to zb. So all Pixologic needs to do is turn that flag on when doing goZ with maya.
When i hit the goz button i get this error
“Specified export tamplate can not be found
file export canceled”
it works for Maya
I followed the install to the letter. i did it three times with the Goz updated version
GoZ works when i am in 3ds max and send it to Zbrush. i just dont understand what is wrong
Im using:
Zbrush 4r2
3DS max 2012 64
windows 7 64
You should upgrade to ZBrush 4R3 which include an update of GoZ.
Try redefining the max path. Preferences/goz/pick the path to max. Hope that helps, goz is great.
Thanks Kanga for the suggestion but i did that as well but i tryed it one more time and no luck.
Getting this error when trying to Goz to Maya2012.
ZScript Note: Interface item could not be found.
Tool:Export:X Offset
in…
[IGet,“Tool:Export:X Offset”]
OK
Please help.
Hiya,
I tested out GoZ interop with Maya 2013 and ZBrush 4r3 and sending from ZBrush to Maya worked fine but Maya to ZBrush doesn’t.
Here is the error thrown in ZBrush:
IMPORT ERROR
Missing Face data
Operation Canceled
I traced the problem to a new flag in 2013 that is added in the .ma file (-ch) that is exported by GoZ. I tested out a polyTorus and here are the results:
2012
Line 352 setAttr -s 400 “.fc[0:399]” -type “polyFaces”
2013
Line 352 setAttr -s 400 -ch 1600 “.fc[0:399]” -type “polyFaces”
I removed the ‘-ch 1600’ from the 2013 file and imported it into ZBrush without issue. Very annoying! Anyone else having an issue?
-Nick
Hey Nick,
I, too, am experiencing the same issue. Just upgraded to Maya 2013, let it copy my prefs from 2012 (the ZBrush shelf and GoZ plug-in loaded up just fine) but i’m getting the same error when attempting to go from Maya -> ZBrush 4R3
Hopefully we’ll get a fixed plugin soon?
EDIT I forgot to mention that I was interested in using GoZ so that I could preserve Maya’s crease edges.
-Steve
Hi Steve,
Yep, I use GoZ for the same thing. Not sure about the ETA of a compatible GoZ as Maya 2013 just came out and a lot of people probably aren’t using yet. I made the switch because a bug was fixed in another area of Maya that I need to use and I figured I would give all my most used scripts a quick test. When people really get going with the new Maya I think the forum will fill up with people with the same issue. I am just wondering what else the updated .ma format is going to break… I think I will send a support ticket to Pixologic even though GoZ is a plugin and hope a fix comes soon. Maya 2013 is running nicely for me so far, would be good to transition sooner rather than later.
-Nick
Hi folks. This just in.
tchoa wrote, “Seems that ZBrushCentral has been down for a few hours…
So, with some delay, here’s my post about Maya 2013 ascii file backward compatibility & GoZ fix.
Let me know if there are issues.”
I’m now getting a “// Error: line 1: Cannot find procedure “shelf_GoZBrush”.” error.
I’m stuck.
Fixed shelf by just copying saved maya 2012 “shelf_GoZBrush.mel” into 2013.
But now it gives 2 err messages when back in ZBrush.
IMPORT ERROR
Missing Face Data.
Operation Cancelled.
Error encountered while importing a file.
i get this error when i use GoZ to 3dsmax 2012 64
it works when i send it to Maya and Photoshop just not 3dsmax can someone help. I uninstalled and reinstalled both.
I am running:
Windows 7 64
Zbrush 4R3
Attachments
EDIT: Found the solution was to press the little “R” button next to the GoZ buttons. Hope this helps others in the future
Hey guys, I installed sculptris beta the other day to mess around with it.
I had tried to test the GoZ function it has, but it had caused an error and not worked, although it HAD launched Zbrush.
The issue is that I’m now working on a new piece in ZB, and need to send a mesh to Max for some GoZ work. But GoZ now ONLY tries to send it to Sculptris.
I have tried the following, to make it release this behavior:
-Selected Sculptris path as “not installed”
-Uninstalled Sculptris completely
-Cleared GoZ Cache files
-RE-installed max files
-RE-installed GoZ entirely, from Zbrushcentral download version.
Nothing works, and when pressing GoZ it now only causes the old Sculptris GoZ folder to open up followed by an error message, obviously.
Please help me out, to get this function working properly again without a full reinstall of ZB…
Thanks.