Skip to content

Releases: JoseConseco/GoB

GoB v3_5_52

19 May 20:47
e2bf016

Choose a tag to compare

  • fixed some issues with modifier exports when using apply and export modifiers
  • fixed some errors with exporting meshes with certain object types
  • fixed wrong scaling factor when using blender units scaling

GoB v3_5_50

03 Apr 07:53
cfcc1c4

Choose a tag to compare

  • fixed a issue with the new path system on OSX where only the first export would work.

  • fixed a issue with the modifier options

  • fixed overlapping issue in the popup message box text when using big fonts.
    image

  • modifier export has been improved, now modifiers that add geometry will be taken into account when exporting. For example a edge with a skin modifier can now be properly exported to zbrush now.
    Screen Shot 04-03-21 at 08 40 AM

thanks to everybody for reporting bugs and make suggestions for improvements.

GoB v3_5_45

27 Feb 11:47
5283437

Choose a tag to compare

  • improved zbrush path recognition and added some user guidance if path could not be found
    Screen Shot 02-08-21 at 06 25 PM

  • fixed issue with non existing polygroup values

  • added support for curves, nurbs, meta objects, text, non-manifold objects (new options)
    image
    Screen Shot 01-23-21 at 09 01 PM

  • added experimental addon updater, the updater compares the tags on a specified github repository and if a newer tag is found provides a link to the project page for manual download.
    image

GoB v3_5_1

09 Jan 00:07

Choose a tag to compare

##Fixed

  • preferences are no longer saved when path is set by the addon

thanks @Irmitya for the fix

GoB v3_5_0

03 Jan 15:29
171d5cd

Choose a tag to compare

NEW

  • a object can now be sent either as Tool or as Subtool to Zbrush. This can be done by holding a modifier key (shift/alt/ctrl) while pressing the export button.
    image
  • when importing to zbrush you will be taken into edit mode directly.
  • mouse cursor displays a progress indicators for importing and exporting
    image
  • automatic recognition of zbrush path to get rid of the installation procedure, so now the addon can be installed in blender and by sending the first model to Zbrush all the initialization should be done.
  • Troubelshooting section in preferences for windows to launch the GoZ installer from Pixologic to fix installation issues.
    image

FIXED

  • import timer could trigger multiple imports of the same model(s)
  • remove first subtool that was created when a tool was imported to zbrush
  • tool origin and offset issues

GoB v3_4_13

12 Dec 21:58
1ebdb98

Choose a tag to compare

  • fixes a bug for MacOS, that caused a error when trying to enable the Addon

GoB v3_4_10

11 Dec 23:20
9283421

Choose a tag to compare

  • This version fixes a long standing issue with random subtool duplicates when importing in Zbrush this fix also speeds up the import significantly. Its currently limited to Subtool importing and the Tool import will come in a upcoming release.

  • The second big change is the way the addon is installed, this process has been made a lot simpler.
    After the addon is installed just export from blender, this will prompt for the zbrush executable the first time and then launch zbrush. And you are good to go!

  • A wiki page has been created where you can find information about the installation, features and some troubleshooting.
    https://github.com/JoseConseco/GoB/wiki

  • Many bugfixes and small improvements.

v3_3_8 - for blender 2.8

17 Jun 17:44
7663301

Choose a tag to compare

This is a rather big update with a lot of work under the hood, in old versions all the data import/export was done via vertex groups which has some limitations and complicated working on specific options.
Due to introduction if face-specif information (FaceMaps & Face Sets) in blender that behave more like Zbrushes polygroups the move to this system made sense.
This separation opened up some new possibilities when it comes to precision and performance of certain parts and also simplified the work on one specific feature without the whole vertex group chain behind it.

Special thanks to @Tsukasa-YAMATO for all the testing and feedback provided to help make this new update as stable and as user friendly as possible, it would not have been possible without you!
And thanks to everybody who reported bugs and proposed improvements!

New:

  • A option to to clear masks on export has been added. If you do not want to send your Mask (currently stored as vertex group" back to zbrush you can enable this option. Note: your existing masks in zbrush willb e cleared!
    image

  • A new option to define weight threshold when exporting vertex groups as Polygroups has been added. Only weights above that value will be converted to polygroups.
    image

  • Added new options to define names of UVMap, Vertex Color and texture map prefixes
    image

  • Changed color for empty polygroup to white from red

  • interaction mode is now preserved, prior you would always be put inot object mode when importing from Zbrush, now your current interaction mode will be preserved. So you can send and recieve models for example in sculpt mode directly!

Fixed:

  • fixed a bug that caused checker board masks to be exported to zbrush has been fixed.
    Screen Shot 05-24-20 at 11 52 PM
  • fixed crash when importing Polygroups in blender
  • nonmanifold elements would not be visible after importing in blender
    image
  • fixed duplicated Materials, Textures, vertex colors, Objects, Meshes and Face Maps. when importing any of those that already exist will not create duplicates in blender any longer!
  • no more node duplication when importing vertex colors as material
  • fixed proper Vertex Group and Facemaps exchange, single face elements would prior be included in the polygroups, this is no longer the case and you should get more accurate results.
    image
  • color conversion for polygroups, theres a specific color code that is used for polygroup coloring, prior that was not written properly and could result in very similar colors, this should happen way less now.
  • performance issues when importing and exporting, up to 10 times faster!

known issues:

  • color is not consistent when transfering facemaps and vertex groups to zbrush as polygroups
  • Face sets can currently not be converted to Face Maps and therefore changes on Face Sets in sculpt mode can not be sent to zbrush. Face Sets have not yet been exposed to python so it can not be accessed yet.

v3_2_5 - for blender 2.8

09 May 12:59
2b7890a

Choose a tag to compare

Fixed:
Fixed bug with importing Face Maps

v3_2_4 - for blender 2.8

08 May 23:17
2999974

Choose a tag to compare

Fixed:
Fixed a bug in the import menu that would prevent the addon from working.

Fixed:
A issue was fixed when a mesh in blender had ngons and was sent to zbrush, it could happen that existing loops would be destroyed, this should no longer happen and your topology will be preserved.
Screen Shot 05-04-20 at 11 26 PM

New:
the smoothing import options have been replaced with a smart method that gives you control of the smooth/flat shading of your faces. It will persist through imports from zbrush.
80994669-48938c80-8e3d-11ea-9a33-d39efbd53db8