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GoZ Installation and issues - Manual install

Hey Folks,

I’m having this same issue, I am using the same OS and same Version of 3dsMax.

It was working yesterday.

I checked the Material editor in max and none of the maps where created. (texture, displacement or normal) nothing is attached to the render material as they once were. The material does have the ‘my shell shader’ linked to a directx shader and a basic shader, but no associated maps. However I just checked the path where Zbrush saves out the maps and the maps are in the folder, just not attached to the material.
I hope this helps.

I have already:
Force reinstalled GoZ
Reset paths to Max
Cleared the cache in the GoZ settings.

Not sure what the next course of action is.

thanks in advance
-J-B0t

I was having problems with GoZ and had not removed my shelf in Maya. I have now done that and can send from Z to Maya, but not sure how to get the shelf back so i can return to Z.

Thank you,
Doug

snakeking: if Maya don’t have the GoZ Shelf, it should have been automatically added. If not, please, open a ticket to the support, perhaps you have other script which interact withGoZ ones.

J-B0t: I’m not really sure about what you have in Max: you have the material created in Max by GoZ, but not the maps linked in the channels?
Then I guess you have UVs, you have created your maps for your SubTools, etc?

@Totyo

Yes I have the materials, but no maps in the channels, the maps were created as they are in the default directory.

My UV were created by UV master.

I also tried AUV tiles with the same results.

If I edit the models mesh in max it will come back to Zbrush with the mesh changes. its only the map channels that are not being created/associated.

Here is a kicker, other models work…sometimes.

Since my last post I did a repair install, but that didn’t change anything.

I did this:
I appended the mesh as a sub-tool to the mesh that was working… The mesh that worked still worked but the mesh that was not exporting properly still didn’t export properly.
I’m not sure how Zbrush does what it does but that implys to me that its not GoZ but a setting in the badmesh.ztl if this is true what settings could be causing GoZ not to export the textures?

thanks
-J-B0t

Hum, weird…

Please, can you open a ticket at the support, to have a more in depth check of your files / configuration.
If possible, can you add to your ticket your ZTL which have the problem? (A Project is even better :slight_smile:

@Totyo

I was updating my post but looks like you responded before my edit.
Not sure if this helps trouble shoot

I did this:
I appended the badmesh.ztl as a sub-tool to the goodmesh.ztl that was working…
I hit GoZ ALL…

The goodmesh that worked still worked with all textures, but the badmesh that was not exporting properly still didn’t export properly.
I’m not sure how Zbrush does what it does but that implys to me that its not GoZ but a setting in the badmesh.ztl if this is true what settings could be causing GoZ not to export the textures?

thanks
-J-B0t

p.s. I’ll open a ticket

Does your tools have the same names? GoZ us using SubTools names, then perhaps your cache may interfer. Go in Preference>> GoZ and click on the “clear cache files” button.

I also updated the first post with a global information for Mac OS X users which previously installed GoZ with ZBrush 3.2 OS X

Hey Totyo,

I cleared the cache and the files and tools have the same names in both Zbrush and Max… It didn’t help the mesh still exported without the associated maps.

however…

I did something to the mesh and it works properly now, I’m not entirely sure what I did. however I do think it has something to do with the UVs and topology.
My reasons for thinking this is that I had been retopo-ing the mesh a few times to adjust and add edge loops. Each time I retopo-ed adn exported a new skin, I’d use UVmaster and GoZ, each time it worked fine. The most recent version is the one that didn’t export the maps, so after struggling with GoZ settings I went over each subdiv level. I noticed there were a few bad spikes in the topology around some areas that I hadn’t noticed. I tired to smooth them out but it was oddly un-symmetrical, I figured I should fix them, so I retopo-ed the areas with the spikes and when I did GoZ suddenly worked again exporting all the correct maps.

I’m not sure why it didn’t work or why it now works but I figured I’d post this just in case it helps trouble shoot for other people.

-J-B0t

p.s.
I tried to put a ticket in but I don’t think it went through, the web page hung 2x times, I figured it was the file attachments.

This is strange about the topology problems: if your mesh had issues, then it may not been transfered or partially displayed in the target application, but if Zbrush can create the texture and UVs, they should be transfered. Weird…

Hi,

I’ve just upgraded from 3.2 to 4.0 on OSX and Cinema4D R11.5 to R12. I did have GoZ working on 3.2 (I think). Tried to re-install GoZ on R11.5 and R12 and I get ‘Install Error’ and it goes on about ‘possible permission’ problems.

I’ve tried:

  1. Setting cinema4d.app to read/write of admin/everyone (both C4D versions)
  2. Tried getting it to rescan the paths
  3. Browsed for the paths
  4. Tried force install

Tried this on both R11.5 and R12.

I have installed the PoserPro2010 bridge without issue in the last few days…

Help!

Thanks.

i have the same problems in C4d R11.5 like undervelvetskies. could it have something to do with the older C4d versions who are still on my computer right now??

gr. silberdenar

Hi there,
I use GoZ with Modo. When I send something to Modo it opens in subdivision mode. I always have to hit TAB to take it into polygon mode. Is there a way I can change GoZ so that meshes open in polygon mode?

Thanks.

Hi,
I’m on a mac and tech support told me to remove the files I put into Maya to got GoZ working. I don’t know what files to remove and where they are. Can anyone help?

thanks, Karen

undervelvetskies & Silberdenar: when GoZ asks for your login and password administrator, you entered it and then, just after, you had an error message?
Please, check that your C4D library/scripts folder have the good permissions (not the .app). Check if you still have GoZ files existing in this folder from previous install and remove them.
We had someone at the support which have the same problem and the script folder was only allowed to have the write privileges for the system.
Then if it’s this problem, give the admin and all the users the write privileges and try a force reinstall. Then if it’s ok, go in your C4D script manager and drag and drop the GoZ icon where you want in the C4D UI (and save it :slight_smile:

bLawless: we see if we can change that, but if I remember well, it comes from Luxology side.

Karen Minto: Can you send me in private message your ticket number?
What is asked to remove most of the time is the shelf created by GoZ for ZBrush 3.2.

Hi Totyo from C4d to Zbrush works fine now, only from Zbrush to C4d doesn’t work is there something i missed in this case?

gr. silberdenar

I’ve played with it and found that you only have to set the “/Applications/Maxon/Cinema4D…/library/scripts” directory to 775 (rwxrwxr-x) as it is owned by root:admin; originally they were set to 755 (rwxr-xr-x).

Once I did that the installed seemed to worked fine - without too much of an impact on security settings :slight_smile:

Regards,

From Terminal I did something like:

sudo /bin/bash
chmod 775 “/Applications/Maxon/Cinema 4D R11.5/library/scripts”
chmod 775 “/Applications/Maxon/Cinema 4D R12/library/scripts”

For your information, 99% of the GoZ issues are related to installation and most of the case, it’s because of permissions (GoZ don’t have the privileges to read/write in some folder or files).

undervelvetskies: what you expalin is one of the fix for C4D. In some conditions, even with the user admin login and password, we can’t access to this folder, then GoZ can’t install its files.

Hi Totyo,

I am having a problem having GoZ install into Maya 2011 on OSx snow leopard.
When I push the find path to Maya button the script that finds the path crashes. I am able to reopen from the crash dialog box and continue to find Maya. GoZ says it has found Maya, yet when I try to install I do not get a GoZ shelf in Maya. All permissions are set to 777 (all access for all). I do not see any GoZ files in any Maya folder.
Is there a way to manually install? Automated install seems not to work.

Thank you,
thomas

I’m the admin of my school’s computer lab with ZBrush, and we have an issue with GoZ

We’re using ZBrush 4, Maya 2010 64-bit, and Windows 7 64-bit

First of all, when I as the admin install GoZ and set up the applications, Maya does not get the shelf with GoZ button.

I have to go to the GoZ MEL script in Maya’s startup scripts folder, right click and “open in Maya”, and then it installs the shelf.

However, when my users (non-admins) open Maya, they don’t have the shelf! I’m going to have them open the script as well and hopefully that works.

Please look into this. It’s very troublesome.

Thank you solarnoise,
This worked perfectly. It is very annoying and not well documented

thomas