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gob's Issues

Import Button No Longer Working

The Import button is no longer working. I click on it, and it doesn't change color to signify it's active. Furthermore, I can no longer import/export models between Zbrush and Blender. This happened after my version of windows installed updates and after I uninstalled previous versions of Zbrush off my machine.

Import section missing

Hey, when I install this in my blender 2.82 version it says import section error. I cant import from ZBrush.
Screenshot_8

bug

see this .and let me know okay

Make send-from-ZBrush work like official GoZ

Currently the add-on has a modal timer which runs when the 2nd icon is clicked and watches for changes in the interchange folder. This works alright, but it can block some Blender functionality (such as autosave) while the modal timer is running, and is an extra action for the user to perform compared to the "official" GoZ implementations in Maya and 3dsmax.

Ideally, when the user clicks the GoZ button in ZBrush, Blender should receive focus and the script to import the GoZ files should be executed. This will bring GoB into line with the standard functionality.

I'm unsure how this can be implemented, though. Might need some sort of pipe into Blender, which is not something I've looked into before.

Other suggestions to achieve the desired result are welcome!

Creating a new subtool instead of updating original

Hello!
This addon is very good, but I've got an annoying problem. After I press GoZ in ZBrush, my mesh imports to my scene in Blender. Then, even with no changes at all, after I click on Export in Blender -- it creates a new subtool in Zbrush with the same name. I've tried lots of things -- cleaning cache, creating new scenes and so on but nothing helps. I've tested with both 2018 and 2019.1 versions of Zbrush. I've got latest Steam version of 2.8 blender and latest addon version. Even renamed archive and folder inside to "GoB", nothing changes.

And the most interesting: after I've got a duplicate of my mesh in Zbrush, I can GoZ this duplicate to and from Blender with no problems at all -- everything works well. So the workaround I am using right now is to GoZ mesh twice to Blender and back and only after this I can start tweaking mesh in Blender with no risks ZBrush will not recognize it. I really hope this is possible to fix cause I keep forgetting about this workaround and suffer a lot :^)

Thanks for your amazing work, I really appreciate it!

set the level on subdivision modifier on an import object

replacement (import) of the object, who has been assigned a subdivision modifier overflows memory and freezes the system
for example, how to assign a subdivision modifier to an object with 1 million polygons

PS : you could manually clean the stack of modifications before importing, but I always forget about it, then the computer freezes and has to be rebooted

smart shading

i create this ticket so we dont forget to try this thing with the smart shading.

if already imported objA.data.faces[0].smooth, then shade smoooth whole incoming objA too, else shade flat. This way incoming updated object will gest shading from existing obj already imported previously.

Create branch for Blender 2.80 version

I noticed that you have offered a 2.80 version for download on your blog. Maybe it can also be added to this repo as a branch, or tag the current version for reference and overwrite the script with the newer one?

It would be nice to have this as a central resource for improving the state of the tools, since it's GPL-licensed anyway, it seems like a good idea to have a public repo instead of people just sharing zip files in random forum threads and websites.

Decimated geo from Zbrush imports incorrectly

When I use the add-on to bring my decimated Hp to blender for retopo, the data must be being read incorrectly. The models are covered in shading issues from verts overlapping edges, they seem like they should be connected to the edge but they aren't which creates shading problems. I confirmed that this was a problem within the add-on by testing the same subtool exported via OBJ to Blender and no smoothing issues are present.

GoB crashes on Blender to ZBrush export on latest Blender 2.80 beta build

Using Blender 2.80.0 beta build f98e4cbedbbb7 for win64.
When I click the export button, ZBrush is started and closes immediately after briefly showing an empty document window.
Seems I am not the only one having this issue: https://blenderartists.org/t/goz-for-blender-2-8/1138418/13

Got this in my Event Viewer (nothing interesting though):

Faulting application name: ZBrush.exe, version: 2018.1.0.0, time stamp: 0x5b59ddc4
Faulting module name: GoZDLL.dll, version: 0.0.0.0, time stamp: 0x5943eee9
Exception code: 0xc0000417
Fault offset: 0x000000000001d528
Faulting process id: 0x3964
Faulting application start time: 0x01d4a9e86272699b
Faulting application path: C:\Program Files\Pixologic\ZBrush 2018\ZBrush.exe
Faulting module path: C:\PROGRAM FILES\PIXOLOGIC\ZBRUSH 2018\ZData\ZPlugs64\GoZDLL.dll
Report Id: df724826-e58d-460d-8bf7-bd32d31e0d37
Faulting package full name: 
Faulting package-relative application ID: 

Unable to import from zbrush

I sent a cube to zbrush, then tried to get it bacl to blender and receive this error. I've tested mesh with and without polygroups and polypaint. All have same result.

Kind regards.

image

periodical import crashes blender

hey there have been some reports that blender is crashing in the latest versions when a object is imported from zbrush.
it seems that the periodical import somehow causes this but i could not figure out why since i cant trace the error. maybe you can have a look at this issue.

3.0.6 doesn't seem to respect collections

By default when you create an object it is assigned to the last selected collection. However, Gob seems to always import new objects to the top level. It'd be nice if it respected selected/last selected collection.

tags can not contain dots (blender addon loading)

the tags break the release installation again, they can not contain dots or blender can not load the addon.

not sure if how the updater will handle tags without dots, that is something that needs to be tested.

Gob Problem

Hello,

I have had this problem, but now it is consistent. So, when it normally works, I only have to click once on the import button in blender and then I can change it as many times as I want in zbrush and click the "goz" button as much as I want and it always updates in blender. Right now, I am having to click on both buttons any time I wanna make a change in zbrush. I am doing a LOT of changes in zbrush, and when it works it is amazing, but with this problem, having to go back and forth from zbrush to blender to click on each button everytime, it makes the job 2x time consuming...
If you could resolve this bug or at least tell me the reason behind, I would be very pleased.

Thank you in advanced!

performance test

import performance is quite slow see where it comes from and what can be done about it.

Ability to change scale for import/export

When exporting characters (~160-200 cm height) to Maya, Max, Marmoset or UE4 it is optimal to set scale to 100 in ZBrush (Tool->Export->Scale).

With this scale you have adequate size of objects in ZBrush units (compared to default Unified Box) and FBX exporter and GoZ work correctly for other programs.

However for GoB 100 scale means x100 during export and Blender shows incorrect scales (for 200cm object it shows 20000cm).

It is very inconvenient to change ZBrush scale from 100 to 1 and back every time I want to work with GoB and Blender.

There was a similar issue with Marvelous Designer GoZ plugin and they just added two parameters for import and export scale so you can dial everything manually.

Is there a way to add this to GoB? Like a separate option in Add-ons/GoB?

Here are some images for reference. Every program is set to use cm and GoZ was used:
ZBrush:
ZBrush
Maya:
Maya
Max;
Max
Marmoset:
Marmoset
Blender:
Blender

support Multires highres transfer

Tasks

  • 1. implement blender export for _low _high mesh (objname+subdivlevel+_low/_high)
  • 2. implement blender import for _low _high mesh (recognize type by suffix and reshape with multires modifier, can also add if the modifier does not exist)
  • 3. implement zbrush import for _low _high mesh (since the importer is ours now we can do whatever we want so we can do the reprojection after importing the highres mesh
  • 4. export from zbrush should be handled by the blender import name+suffix recognition

Proposal

A thought on getting zbrush subdivisions.

if you were to export the highest res obj after exporting the lowest res with a detail_subdivCount.obj suffix, you could restore the zbrush sculpt details by importing the detail mesh, add a multires mesh modifer, shrink wrapping to the detail mesh after each subdivision...

an idea.
could do the same thing in zbrush too w a post goz zcript

https://youtu.be/MU7EQjauKNo

Zbrush handling of subdiv levels

  1. If the selected subtool has no subdivision levels then the imported mesh will replace the existing mesh.
  2. If the selected subtool has subdivision levels then ZBrush will attempt to project the details onto the imported mesh.
  3. If the name of the imported mesh is different to the subtool then the subtool will be renamed.

implement node builder so the user can specify the material node that he wants created on importing zbrush data

the plan behind this node builder is to have a modular node system rather than a hardcoded node tree where the user can define a node templates to his own needs so the data coming in uses those custom nodes.
This should make the whole material import a lot more flexiable and reduce maintenance compared to a hardcoded system.

material wrapper
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Modules

https://github.com/blender/blender-addons/blob/084eec36977c9a084aa020031f4a1aa0f0352170/io_scene_obj/export_obj.py#L70

make sure subtools arrive in same tool when different subtool sets are sent from blender

there is a scenario when sending different amounts of subtools from blender to zbrush. every time a different amount is sent zbrush considers it as a new tool and they dont get added/replaced as subtools.
The stack for the tool is defined in the GoZ_ObjectList.txt file every time we send subtools from blender to zbrush.
It would be great to have a method when working within the same blend file and sending different stacks that it arrives in zbrush in the same tool as subtools. It is what i would expect to be happening.

removing version from addon name and work with tags/branches

I had a quick go to see what is needed to bring the changes from 2.7 into the 2.8 version and its a issue that the filename was changed since that makes porting changes a manual job.
My suggestion would be that we remove the version from the file name and work with branches/tags to keep the versions apart.
Since it will take up to a year until 2.8 is production ready i expect a few more fixes/improvements coming our way and it would be good if we can maintain both versions in a easy way.

2.81?

it works only by exporting things from blender to zbrush but importing from blender does not work.

Blender to zbrush crash.

When I try to export my blender model to zbrush, zbrush just crashes.
I honestly have no idea how it happens, I reinstalled the addon multiple times.

Unable to transfer from Zbrush to Blender 2.8

The addon works whenever I transfer models from Blender to Zbrush, but it doesn't seem to work whenever I try to transfer subtools from Zbrush to Blender. For a test I tried to transfer a cylinder, but it doesn't seem to open a new instance of blender nor add a cylinder.

Configured it here:
https://files.catbox.moe/ykrdxv.png
The GoZ directory points to "C:\Program Files (x86)\Steam\steamapps\common\Blender\blender,exe"
https://files.catbox.moe/cvwclu.png

I'm thinking that it's probably a whitespace issue

One way only :-(

On ZBrush 2019.1 & Blender 2.8, both ways worked perfectly.
But after update to Zbrush 2020, working only way: Zbrush -> Blender.
In Blender, after selected mesh and push "Export", autoswitched to ZBrush and thats all.
Mesh not exported.
GOB v 3.0.91
Reinstall All โ€ฆ The Same problem.
Sorry so much. Very usefull Bridge.

Can't send Boolean Meshes from Blender to Zbrush wit GoB

Hi, everytime I applied a boolean operation on a mesh in Blender (with collapsed Modifier) and try to export with GoB, Zbrush crashes on Import ... has anybody the same issue?

Manually importing the mesh (obj) works

Thanks

to get this to work I had to install this

the doc was missing the following to get it to work.

first install the GoB addon for blender and activate.

then re-install GoZ for Zbrush from here:
C:\Program Files\Pixologic\ZBrush 2019\Troubleshoot Help\GoZ_for_ZBrush_Installer_WIN.exe

then launch ZBrush 2019.1 and run GoZ once and choose your blender install location.

then everything works. you might want to update the readme.

specify import/export scale

When I export a small object to zbrush Dynamesh does not work correctly. The plugin in zbrush should change XYZ size to 2. And then returned the value XYZ size when importing.

Images

blender_2019-09-11_19-14-53
Dynomesh128
Dynomesh4096
ZBrush_2019-09-11_16-07-29

console.log("I'm a code block!");

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