ZBrushCentral

GoZ to Maya: Some Subtools missing

I have a character with lots of subtools and I’m now ready to start rigging it and also create UVs in Maya. When I hit the Visible button (GoZ) it takes some time (something like 30-60 seconds) and then Maya starts and… I only get a few of the subtools to show up.

I’ve tried this several times (restarting Maya/ZBrush) and the subtools are uniquely named. Also, most subtools have a low-poly Level (I retopologized most objects in TopoGun).

I tried an alternative: Export all Subtools as .obj. Then drop them into Maya via Windows Explorer. This results in all the objects showing up in Maya, but if you click on them, you’ll notice they have been broken up into random polygon fractions though. This doesn’t happen when you File > Import in Maya one by one (the import settings work here, but are apparently ignored if you drop them in via Windows Explorer).

Any ideas how to get GoZ to work?

Attachments

ExportVisible.jpg

this is probably somthing you have tried already, but you could GoZ “ALL” of your subtools to Maya, having previously removed the subtools you dont want to tansfer?

Yes, I tried “All” as well. Same result (looks like only the same subtools wind up in Maya each time).

Anybody have any ideas why GoZ is only exporting SOME of the subtools to Maya?

This is a bug which is currently fix. We should provide a new build of GoZ today or tomorrow at the download center.

Ok, so I’ll check here: http://www.pixologic.com/zbrush/downloadcenter/zplugins/

Latest change to GoZ plugin was December 8th. I hope the version with the Subtool > 17 fix will be there then.

The update fix this issue :slight_smile:

It still says the latest version of GoZ is from December 8th. Any news on when a new version will be up?

We found a last minute issue, it should be available today US time.