ZBrushCentral

Zbrush 4R2 GoZ - Answered.

Hi everyone, Im still pretty new to R4 but I’ve run into a crippling problem where when I goZ a mesh from maya (2009), to R2 my move tool can no longer deform the mesh as usual. All my other brushes work fine but the move brush will only manipulate one point on the mesh and can only move it a fraction of an inch. If anyone knows any work arounds or ways to fix this problem it would be much appreciated.

I’m also running on an imac incase that creates any issues or differences.

Thanks.

Make sure to clear your mask before using the brush but since you say that all other brushes are working this shouldn’t make a difference but it’s worth a try.

Have you tried Resetting your brushes?
Did you change anything on the brushes?
Do you have any plug-ins install that are not official Pixologic plug-ins?

How about the Move Parts or Move Topology, do they work?

Hey, thanks for the reply. Yes I have tried clearing masks and drawing out new ones just in case. I’m running R2 basically straight out of the package so no plugins just materials. I reset the move brush just in case but that didn’t do anything for me either.

I’ve also tried duplicating the tool with no success and appending it into another scene.

Transpose works just like normal along with all other brushes. Move, Move topo, Move elastic, however just wont work at all. I’ve reloaded zbrush and it still wont work.

The issue only comes up when objects are exported/imported with goZ, if exported from maya into zbrush manually the move tool works fine. Along with if I goZ a NEW object out of maya into zbrush it also works fine. It’s only if its both exported and imported with the plugin.

It may be that your mesh is huge. Is it several SubTools? If so you can use the Size slider in Deformation to change the size and then click the Repeat to Other so that all other SubTools stay matched to the size change.

If you only have one SubTool then just click the Unify button in the Deformation sub-palette.

Small Note: both of these techniques will change the physical size of your model.

Just to add a comment to Gabo’s one, even if you have multiple SubTools, try the Unify button and do the test. If your SubTool disappear, hide all the SubTool except this one and frame its view (F hotkey). If it size was huge before the Unify action, it may become very small in comparison to other SubTools.

Thanks a lot guys, Unify worked. I knew originally that my meshes were scaled large (in size but not polycount) and never knew that it could cause an issue.

Thanks for the help!

I had the same problem with GoZ and 3Ds Max 2012. (The Unify button can be found under the Deformation roll-out in case anyone else was wondering) This fixed my problem as well but as mentioned it makes my object very tiny compared to its original size.

My object originally was a basic block 2x4x2 meters which doesn’t seem particularly huge. Now I have to scale it back up in Max by 20,000 (!)