there was/is some limitation with whitespaces and they need to be replaced. Since i cant remember the exact reason i will have a look if that limitation can be removed.
EDIT: i quickly checked and zbrush replaces whitespaces when using GoZ with underlines so that seems to be the reason. and since i cant change the export behaviour of zbrush that is not likely to be fixed without writing a custom GoZ exporter for zbrush.
Has been following this addon from the start. In the earlier version, there is many strange behaviors like the name, scaling and cannot importing to the current tool so I still prefer to export/import using STL format because the behavior is always correct.
Until now I just tested the lasted version, and everything seems to work as expected bridging between the two programs perfectly. Thank you to everyone who contributed to this addon.
@kromar I’m wondering: would it be possible to import and export objects with their relative location, rotation and scale in Blender? That would make it possible to arrange objects in a Blender scene, go to ZBrush to sculpt a subtool, then have the corresponding Blender object updated while retaining its location / rotation / scale in the scene, in stead of being reset to the Blender world center.
To achieve this, maybe the loc/rot/scale of each Blender object can be stored as an offset from the world center, and restored after importing?
I’ve imported a model from ZBrush into Blender using GoB, and want to sculpt on it in Dyntopo mode.
When activating Dyntopo I get the familiar warning that vertex data is detected. But I’ve deleted every single data type from the Object Data Properties, even the object’s materials, and I still keep getting the warning every time I reactivate Dyntopo.
It seems like this has been asked couple times already. Is there any progress on how to access the face sets or implementing in the add-on? I have been trying to find ways to access them so that I can do conversion between the face maps and face sets. It is a bit of frustrating that we have these two separate face data and in some ways they are misplaced. I do not see why face sets and face maps can’t be used interchangeably in the sculpting context, one can only convert from face maps to face sets in the sculpt mode, but not the other way around. This is a bit of a drag given we can’t combine these comfortably between Zbrush and Blender.
last time i checked it was only possible to convert face maps to face sets and not the other way around. The Face Maps however are intended for use in animation and there will most likely never be a bidirectional exchange of data.
Since there is no access to the face sets data directly (at the moment) as far as i am aware, i added this way to get the polygroups into blender.
Python: Traceback (most recent call last):
File "AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\GoB-3_5_45\GoB.py", line 1048, in invoke
return self.execute(context)
File "AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\GoB-3_5_45\GoB.py", line 1169, in execute
self.exportGoZ(PATH_GOZ, context.scene, obj, f'{PATH_PROJECT}')
File "AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\GoB-3_5_45\GoB.py", line 689, in exportGoZ
me = apply_modifiers(obj)
File "AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\GoB-3_5_45\GoB.py", line 1604, in apply_modifiers
obj.data = mesh_tmp
RuntimeError: Error: Can only assign evaluated data to evaluated object, or original data to original object
location: <unknown location>:-1