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ZB4-GoZ Cinema4D problem

I’m having problems sending an old model from C4D to ZB via GoZ, GoZ keeps trying to rename the mesh(i don’t want it to) and fails…i get this message:

Unable to write file
/Users/Shared/Pixologic/Goz_Projects/Default/BodyBase.GoZ
(file may be write protected)

As far as i can tell the file isn’t write protected and any new meshes i create in C4D are sent over without problems to ZB…

When trying to send the mesh,after the above message,ZB gives this message:

Unable To open File
!:Users/Shared/Pixologic/GoZ_Projects/Default/Bodybase

followed by a couple of other error messages,it then plonks the star shaped polymesh3D in the canvas.

Can anyone help?..was really looking forward to playing with some of the great new tools on my mesh.

Cheers,
mala

I can’t get it to work either for Modo. I also have C4D installed and it seems that there isn’t a way to switch between sending to one or the other program in the prefs

Both you guys using Mac yes, as I dont think Goz is in the PC version, I havent got mine yet so cant look.

yes i’m using mac…but talking about ZBrush4 so PC users should get GoZ as well when they upgrade to V4

Pretty sure the problem stems from GoZ’s habit of trying to rename meshes,not sure how exactly but it ‘remembers’ your mesh…doesn’t matter if you rename it in C4D and copy it into a new file before you hit the GoZ button to send the mesh to Zbrush, GoZ will always try to rename it with the name it first ‘saw’ attached to that mesh.

This i guess is down to the “objectlist” file thats in the GoZ folder,weird thing is that even trashing that file makes no difference…it will still continue to try to rename the mesh…

When i installed ZB4 this morning,it renamed/replaced? my existing GoZ folder,now called"Pixologic Backup from ZBrushOSX 4"-even though it is presumably a back up of ZB3.2 and created a new one.
The "backup"folder has all the old scripts and paths but the “Projects” folder is empty…this i guess is why i can’t transfer my ‘old’ meshes to ZB,because the .GOZ file that would be associated with the mesh isn’t there anymore…so somewhere along the line i really screwed up.

This wouldn’t really be an issue if GoZ didn’t insist on trying to rename the mesh when i hit the button to send it to ZB…but because its trying to rename it something that it vaguely remembers…but can’t quite remember where it saw it last, it freaks out…bit like me trying to remember peoples names.

Only thing i have tried with limited success so far is to export the mesh from C4D as a renamed obj,get that into ZB then send it back(Using GoZ) to C4D…from that point on i can send it back to ZB with its new name intact…the problem is that the scaling is totally screwed, it arrives back in C4D massively scaled up…not great!

Help!

Cheers,
mala

There are similiar problems with the PC-version.

Sometimes it’s only an error on creating and writing the maps (that doesn’t work at all), but sometimes GoZ also denies to write the mesh-file.
Then the objects are listed within C4d’s object manager, but nothing is in the viewport.

But btw., what is GoZ really good for ??, beside the fact that the mesh-transfer is a bit quicker (when it works) ?
There is nothing you can do with it that was not already been able to do with a simple .obj-ex/import.
GoZ doesn’t support any changes in the topology when you have a model with more than one subd-level. And what a shi#* the project-detail procedure produces does everyone know who already tried it with the .obj-import in ZB3.5.

I expected GoZ to be a step forward in the interaction of ZB and other apps, but all I see is a simple .obj-transfer (ok, with maps when it works some day) with all the problems and restrictions we had so far since years. :cry:
Also the GoZ-example-video shows nothing spectacular beside a quicker exchange of the meshes between ZB and other apps, but all in all, it’s allways a simple .obj-transfer.

So, in summary, GoZ is a simple .obj-mesh transfer with a bit more comfort, but only usable on non-subdivided meshes and therefore almost senseless.
Very sad.:cry:

@mala:
When ex/importing an .obj in C4D, be sure to have a scale-factor of 1 in the C4D-obj-dialogue. Then you have no scale-faults.

Hi Rastaman,

Are you on a mac and using C4D?..the scripts to and from C4D are wrong,someone has kindly fixed them and posted here at CGtalk
that should fix the texture path problem.

I have managed to get my mesh over to ZB via .obj and back to C4D via GoZ now at correct scale…the problem was the scale factor in"export" in ZB when i hit GoZ…i guess it must have changed the scale factor when i imported the obj…anyway thats sorted now.

The whole “sticky” name thing is what i find a real pain in the ass…there’s plenty of times in C4d when i will take my base mesh,split some polys off it,so maybe i have just a pair of hands or head(with new names of course) that i need for a new model…as soon as i try to use GoZ to send it to ZB…the damn thing tries to rename it and replace my full base mesh with it…this is just stupid.

If the naming problem was fixed then i would actually find GoZ very useful…
Cheers,
mala

Hi Mala,

no, I’m on a PC.

I think GoZ will probably be a usefull tool when we are in ZB 5 or 6 and if/when Pixo overthink their restrictive topology concept and add voxel features or similiar. The strange thing is, with Pixols, they already have a topology-independent system.:confused: