ZBrushCentral

GoZ with max - rotating/moving/scaling objects weird.

I am trying to send a tool with multiple subtools over to max, edit the objects, and send it back. The max file is the file that saved the initial OBJs that were brought into zbrush, but for some reason if I use goZ, the exported objects are all moved in two axis. Is there a way that I might have pressed a button, or hit a hotkey to change the objects’ pivots? Also, when I move them back in max, and reset x-forms, this just flips them or rotates them once importing back into zbrush. What’s going on here?

I’m trying to use this tool in production, but this is definitely hurting my ability to do so. I need to edit the objects in position against other objects nearby, and this is preventing that ability by setting it’s own position.

On a side note, I noticed that the scale, and offset sliders in the export settings under the tool menu are all very strange numbers, none being 0 or 100, etc. Why would the scale be set to 73.xxx by default?

Any help is appreciated. Thanks.

MeHoo

EDIT: Exporting OBJs from ZBrush into max works just fine. GoZ screws up the position every time, though.

No help? This makes this entire feature useless to me in production, because I need to re-line things up to one another, and I can’t because someone decided to move them on export…

Hello,

I’m not sure of what you are doing exactly.

But, if you have a tool in ZBrush and you do exchanges between ZBrush and Max only using GoZ, the objects should not be moved or rotated.

And if you mix manual import/export and Goz, the objects displacement or rotation can appear.

For example,

  • you have your scene in 3DS,
  • you save it in OBJ files,
  • you import in ZBrush,
  • you hit GoZ to send the meshes into 3DS.
  • then the displacement can appear.

Can you describe exactly your manipulation ?

Thanks in advance.

It’s simple. I have a model. I click goZ. It opens in max and it is moved significantly. The objects originated in max, and saving OBJs manually does not move them one bit.

I’ve rebuilt the ZTool and reconstructed the subdivs. I’ve tried everything. This is a model for a feature film so I cannot post it unfortunately. If I export the OBJ manually, import into max, and send back, all is well. I’ve been doing this instead. Silly that this feature lacks so much. This has been tested numerous times with various ZTools on this production. I will most likely be recommending Mudbox for the next film due to issues like this. Also, if you send a model from zbrush to max, add some bones, skin it, and move appendages around, then send it back with no other changes, zbrush always loses the point order, and isn’t intelligent enough to realize it’s the same exact mesh, and the parts that were moved don’t reproject through the subdivisions properly. Another feature I thought was supposed to be fixed in 4.0.

So why this object moves, and whether it’s max or zbrush doing it, is unknown to me.

As of now GoZ is useless to me, and that is unfortunate.