ZBrushCentral

GoZ offset

Hi there,
I’ve got little problem. I have model made from several meshes, in modo. Everything has freezed transformations with center in 0,0,0. And here it comes, I transferred all meshes to ZBrush via GoZ. But then I found that when I exported OBJ from ZBrush it’s at wrong place.

I found that when I export OBJ and import it into ZBrush, it’s in different position than mesh imported via GoZ. I don’t know where’s problem. Another thing is that when I send mesh back to modo via GoZ it’s at right place, when I send it back using OBJ it’s at wrong position.

My question is simple, how to get rid of these offsets?

Hi! I have similar problems with goZ/import/export, but with zbrush<->3ds max pipeline. Everything exactly as you described. As I know, there is no good solution for it, so question like yours appear here from time to time. (I asked twice:-) http://www.pixolator.com/showthread.php?t=94171 , http://www.pixolator.com/showthread.php?t=94949).
My observation-if you have weird numbers in the Tool->export section, there is a risk of import/export offset. And nobody can explain what exactly cause that numbers. If you’ll import any object into zb, weird numbers will be there. So only way I found-load project “DefaultSphere.ZPR”. Sphere has right export options. Export (without GoZ) from modo some part of your model, and import it in the sphere. Your object will replace sphere, and its export options will be right too. Than add to it rest of the model (you can use GoZ). That’s all. Works for me. Maybe there is a better workaround, I don’t know. Hope, it’ll help.

yurii: I see that isn’t only my problem. It’s not about some specific meshes, because it happens to every mesh and I tried it on different computer and it’s same. I know about that tool - export offset. But my meshes comes directly from modo, not exported from zbrush. I don’t know, it’s weird :frowning: So I have to use OBJs.

My workaround above is exactly for the meshes that come to zb from other software. If you export mesh from modo to zb (with GoZ or traditionally), weird numbers will be there, right? So I found the way to avoid this situation. Export meshes from modo not to the empty canvas, but into the sphere.(or any other object which initially has right export options)

you’re right man, I tried it and it works.

So simple answer is not to send meshes to zbrush via GoZ to empty canvas. Just draw polymesh3d for example (it has clear export offset coordinates) and then import your stuff via GoZ, it’ll have right coordinates. Thanks yurii for advice.

I hope that Pixologic will solve this in next release :wink:

You are welcome ). Weird bug, for sure, and solution weird too))). Next release should have huge amount of fixes. Only suggestion not to make 2 bugs in the place of one fix)))

Same here in 3ds Max 2010 X64. Make a model in Max, throw it over to Zbrush using GOZ, modify it, throw it back in to Max. Different position. Even with the workaround I get a slight offset in the Y-axis. If I obj-export the model manually from Max, modify in Zbrush, export from Zbrush and import in Max - perfect match.

Sometimes I wonder a little about Pixologic. For all the brilliant inventiveness, they still have difficulties or little interest in sorting the little annoyances out. Like this, and then there’s that texture flipping thing also. How difficult can it be?