ZBrushCentral

Max to ZB to Max (Import/Export)

Hi Svan

your script might be what I had be hoping for…only I always get this error on running it (after the last step) : MAXScript Rollout Handler Exception: – Runtime error: Read past end of file

I use Max 7, but until that message the script seems to run fine…

Do you have any idea what’s going wrong?

Thank you,

Ben

EDIT: Max Sript Listener says ‘-- Error occurred in repair.pressed()’. Any ideas?

Steps:

  1. Sculpt the model
  2. export a subdiv with parameters on export panel: in obj format,
    Quad,Texture and Group options turned on and scale 1
  3. import the obj to Max with settings: Single switched,Rotate model and
    Texture coordinates turned on
  4. modify the model in max(skinnig,posing,make changes on UV)
  5. export it with these settings: Group by: object,Rotate model and
    Texture coordinates turned on Faces:Polygons vertex scale 1 digits:6
  6. Run the script.First add the old Zbrush export,then add the new Max
    export and the last step to add a new filename .
  7. import to Zbrush in edit mode to the same subdiv level. The model will be
    updated.

if it doesn’t work send me the .obj files.

Attachments

ZMZ_Max_export.jpg

ZMZ_Max_import.jpg

ZMZ_Zbrush_import_export.jpg

Hi Svan!

Thank you for taking the time to post detailed instructions. Having followed them, I succeeded in exectuting the script, but the newly written obj crashes ZBrush (without any error message), sometimes immediately after importing it to subd lvl 1, sometimes as soon as I hit ‘create normal map’.
I noticed you wrote I had to export the model from ZB with ‘Groups’ pressed. That way, all UV triangles become seperated (unwelded) in max and I have to weld them manually or create a whole new UV mapping (which I don’t want to with this particular model).

PS: When newly I import the script-generated obj into ZB (that is, not as level 1 of a subd object but as a new model), it looks fine, but it seems to crashes the program with commands like UV to texture and check UV.

I’d like to send you a *.zip withe the obj’s, but since your website seems to be down, I don’t know to which adress to send it.

Thanks again,

Bernhard

Nice one man. I look forward to trying it.

I hope Habware (or whoever is now responsible for this plugin) take notice of the dramas people are having and integrate the same changes you have done

ZaBenkei:send the objects to: [email protected]

Thanks, I sent them to your address.

Cheers,

Ben

Zabenkei:I checked the models and I will update the script in a few days because It doesn’t work correctly.

Thank you!
I’m looking forward to the updated version.

Cheers,

Bernhard

I made some testexports with your .obj-s and everything worked when I imported your Z modell to zbrush then I did the export from Zbrush,import to max,export from max and ran the script.I refreshed the model in Zbrush and everything worked without problems(uv check,new texture,uv to texture,subdivs,projection master and changed geometry)
your maxexport was wrong:((I don’t know why).
I suggest don’t weld the uv, export from Zbrush without Group option.
After you used unwrap or uvw map you should collapse the model to mesh.

Sorry but uv changes(in max) generate crashes in Zbrush after updating the model:( (it works only in special cases),so don’t modify the UV in max !

OK, got it.
Thank you anyway!

B.

This might help: before you export a model, add a reset xform modifier on the mesh. My UV’s were all messed even with 6 digit “fix”, adding reset x form revelead some inverted faces, after the 2nd export, UV’s were perfect.

-If there’s a problem with your mesh (like inverted normals) it will make the problem apparent.

-I think reset xform also re-orders the verts numbering in case something was mirrored in your model.

-I usually create the low mesh in max and create UV’s before export, i prefer total control over UV’s.

Hope this helps.

Hey Nice one Svan,

This script actually works. I imported the OBJ into max and for a test just chucked on a planar map to one side and exported it. It actually worked!!!
You are the shiz man!

You beauty Svan! This worked for me and really helped me out! :smiley:

Hi Svan,

I need to be able to texture with the updated UV’s but how can I do this since ZB crashes all the time. The script works for updating the geometry but that pretty useless if you can’t texture so do you have any solutions?

Regards,
Benjamin

I am also having the same problem - actually the same problem from day 1 which sparked a bit of this discussion. I really want to change the mapping on my model but ZB keeps crashing. But I don’t know if this is a problem with the script, or ZBrush itself… (I would actually assume its both, since there must be something incorrect about the obj I am making, but at the same time, ZB should report an error rather than crash)

Anyway I am attaching a zip with several files.

zbrush_export.obj is the original export
remapped.obj is the resultant 3dsmax export
remap.uvw is the new uv if you want to use unwrap uvw to try anything

i tried generating a file called new.obj using the supplied script. The script terminates successfully.

A way anyone can test my error is to import zbrush_export into zb, add some subdivisions, and then try to import new.obj over the level 1 subdiv. No error reports about vertex counts or anything, it just bombs out.

If anyone in the max or zb field out there can show me some way of getting this to work, I would greatly appreciate it

PS please dont redistribute the model. ta

Dan

Sorry, but the script works only with geometry changes.
Modified UV causes crash in ZB.

Right, so does anyone out there know how to change the uvs without crashing zbrush? any help very appreciated

i’m also v interested in how to go about this.

I’ve sculpted a model in default pose and want to pose it and also apply mapping.

The script works well for geometry as mentioned -

what does the script actually do? is it just using a different starting vertices

Anyone tried the polytrans obj exporter? does this work?

It appears that the methodology is to export and UV before any subD takes place. …but I missed that part out.

So just giving this a bump in the hope of finding the best solution.
El-d

anybody have this happen?

http://boards.polycount.net/showflat.php?Cat=0&Number=117781&an=0&page=0#117781