jBibble: It may still be a permission issue. Please verify that…
You have a folder named “Pixologic” in the /users/shared folder.
If needed, fix permissions for this folder.
Launch ZBrush 3.2 and verify that you have a file named /users/Shared/Pixologic/GoZBrush/ZBrushPath.txt and its content is the correct path to ZBrush 3.2.
There is something that was missed with this update that is odd.
The ‘Save As’ button that comes as the default save button in the Tool palette should work like the Subtool Master ‘Save Ztool’ button. Meaning that when you hit the save as button it should save the top subtool not the active subtool.
I just verified it again and both folders are like the instructions say. However, I have noticed when opening c4d the script manager is already open with the GoZ “GoZBrushFromCinema4D” script loaded. Maybe its some type of recursive loop it can’t complete or something.
The primitive does turn into a polygon object after the button i pressed, but nothing else.
Since Maya does not have Nex (on the Mac side) could someone give me a run down of the benefits of Modo 401 over Maya? I mean, should I get it? I was just on the Modo website and it looks good, but is it better than Maya/withoutNex? I’m googling Maya vs Modo now. (btw I have Maya/withoutNex, so maybe I should just stick with it).
I ask on this thread because this is a GoZ/Zbrush thread.
I have the same problem in Modo 401. Zbrush sends a folder over to Modo but it appears to be empty Anyone know a fix for this? I have tried all of the permissions tricks. Still nothing.
Modo is a great modeler and has a really nice workflow… it is fast on a MAC.
Maya for me is also great though on MAC and I have not tested on a PC can be kinda clunky at times.
I would highly recommend Modo the price point on a floating license and the community are second to none. Also a huge amount of learning material on the www.luxology.com site which you probably already saw.
I think Modo still young in its dev has that nice tight interface of a new app while Maya is getting a little busy.
Modo is fantastic but so is Maya… if you can afford to have both then go for it. Another sell for Modo is that there is no Sub fees and you purchase a complete package which being a freelance artist for me is a huge bonus. The sub fee on my seat of Maya is more than the cost of Modo 401… and will certainly make me re think my next subscription on the Maya side.
Addition -
I downloaded the dog mesh from the Pixologic website (obj, ztl).
I opened the dog ztool in zbrush. It was upside down. With ‘preview’ I put him upside right. Then I hit GoZ. Maya opened and the dog is TINY, and not on the world center. When I scaled him up this is what I got:
(EDIT) I exported the dog differently. I went to the bottom of the tool palette and set the scale to 1, and the offsets to 0. mrg on, grp off, and with THIS export the OBJ opens up fine in other programs. Question, how did my export option sliders change from anything but 1, 0 0 0? I notice when I open zbrush these sliders are not (by default) 1, 0 0 0.
I did not see an answer to this question. I have the same question. I have a model in Maya 2008 which is several piece and want to bring it all into zbrush using GoZ then use GrpSplit. It seems that GoZ only likes it when i select one piece of geometry in Maya and send it into Zbrush. Does GoZ only support one peice of geometry going back and forth or is there a way where a model with multiple peices of gemoetry can be preserved and sent between the two applications? Thanks!
Hey so, from the two videos on GoZ it seemed really simple. I think the first video shows how it works. A turtle character - activate a subtool hit GoZ, activate another subtool, hit GoZ, hit a third subtool hit GoZ, the character gets built in Maya one subtool at a time until you have all the subtool meshes in once scene. It seems like you didn’t see the video - which is odd, you HAVE to watch the video showing the workflows.
I have a mesh. I am on the first subd level, I use posable symmetry.
I sculpt a little.
I move the second subd level, posable symmetry is off…
I don’t remember having to do this in the past.
I seem to have to turn posable symmetry on for every subd level I switch to.
I watched the videos, very cool, but it shows all the geometry already in zBrush and going to Maya, not the other way around. I’ve created base geometry in Maya and want to quickly get it into Zbrush. I can GoZ each geometry from Maya into zbrush but when i append them together they don’t always line up. What will work is to export an obj and import it into zbrush but it would be nice to have it do this through GoZ.
From what i’ve worked with so far, it seems the only workflow that works is one that is shown in the video, to GoZ each subtool to Maya one at a time. You can of course GoZ back once its setup in Maya. But this has to be done each time you open a new model with several subtools.
I love the feature, but it would be nice to GoZ everything at once in one click while preserving SubTools of the separate geometry. Also to have the option of sending everything from Maya into Zbrush in one click or send everything from Zbrush to into Maya in one click.
Found the problem. It seems that I changed the name of the zbrush app by adding “3.2” and c4d didn’t respond to the name change, so I removed the version numbers I added so that it would be named how its installed.
Hello,
My maps disappear when I select High Quality Renderer from my panel menu in Maya 2009. All i can get is either default renderer in viewport or just a wire shaded High Quality view. I followed the straight forward settings from the downloaded QT GoZ to Maya. Is this a graphics card issue or software problem. I run Mac 10.5.7 Dual Quad with 2 ATI Radeon HD 2600 XT graphics cards.
Did the very same thing;-) That was why I asked that question. If you want to change the name, there is a file in the /users/shared/Pixologic called ZBrushPath.txt that, I believe you can change to reflect your renaming and the your renamed zbrush should work. Or you can leave the whole thing alone, which is what I did.
I open zbrush.
to make the GoZ hotkey I first have to do this:
Use the GoZ button
Choose a program
Now that GoZ is ‘working’ I can then create a hotkey.
I set M as the GoZ hotkey (M for Maya).
It works, great.
Now in preferences I go to hotkeys, and hit ‘store’.
But when I restart Zbrush the hotkey asks for the program again.
Shouldn’t it understand I want Maya?
When you first use GoZ in any session, ZBrush needs to know which application you wish to send to. So you will always get the application selection the first time you use GoZ. From that point forward, the hotkey that you’ve assigned will send you directly to the chosen application.