ZBrushCentral

Import and Export scaling ISSUE?!?!?!?!

Is there a solution to this stupid problem yet?!?!? I’m working on something for a client and I ran into this stupid @$$ problem again, It’s frigin killing me, and my production.

Why is it that all my subtools scale numbers under Export are all wonky???

actually, here’s the GOLDEN question!

Is there a way to Export out my Sub Tools at there ORIGINAL size they were brought in at??? I need to match them to a Low Poly mesh that was created before the High Res sculpt. Now the frigin high res sculpt meshes are all ****ed up and dont match up to my Low poly.

Definately thinking of switching to MudBox if this problem persists.

Thanks

the only real workaround I have found is to first open up the polysphere…starts at launch unless you changed it.

I always import everything on that then delete the polysphere.
It already has a scale set to 1 so nothing happens anymore during import or export…a pain in the ass though.

Thanks for the help, but I figured it out. I had to go back to an earlier ZB save, where the Export scale numbers werent messed up yet. then just copied those numbers into the newer ZB file. thanks again

I’m having a similar problem getting a Poser mesh to export OK once it has been scaled. It works fine importing, scaling with the tool (NOT actually scaling the model) and exporting since nothing was changed. But once you use say the Action Line to scale the model up, it gets messed up like the other post states above.

The old “Poser Scaler” plug-in worked fine for this, but since that no longer exists for 3.5R3, I am needing to know how to work around this problem. Also, I still think some of the exporting scale issues are messed up as the previous poster here stated.

Any advice or help appreciated.

Where do you find the export scale numbers…i didnt even know you could affect the scale numerically. Thanks

[WTF.JPG]

Yea, but I don’t understand why there was never a patch for this, or why there are never patches for zbrush? But whatever, what’s new?

The torsos in this picture are both exported from the exact same file with 0 (zero) changes between exports… The only thing that happened is that I closed zbrush last night, and opened it today. Anyway, I look forward to this post falling to the 50th page without any real help from a dev, or a patch.

The export numbers are at the bottom of the tools pallet. The only work around is to find those initial numbers values of when you originally imported them. Hopefully you have an older file with these.

Is there a logical reason this is even here? Why does this happen? I am curios from one of the devs. Why not just always import in at 1 in scale and everything zeroes out.

Im going to try the sphere thing the next time i start a model.

Only recently in the last month was someone able to help me fix this. And I have been using zbrush for years working in games. Pixologic, what is the reason behind this? Any fix in Zbrush 4?

Coming from a dev this is a huge pain to mess with. It makes no sense.

This is not a bug, this is a deal breaker
This has messed us up very bad in the past.

Honestly this is equivalent to a photoshop bug that would add a nut sack
To the forehead of every photo you’re working on

Any imorovement on that front because in our current pipeline it becomes ridiculous… ?

Have you upgraded to ZBrush 4 yet?