Goz exporting hair and model are separate

edited December 1969 in New Users

I am just learning to use daz and trying to export a model with hair into zbrush. I saw a video where someone exported and in zbrush when opening the model it included the hair that he exported. I could not see anything special that he did to the model when he exported so perhaps I'm missing something? I know this may be a totally noob question and I apologize for that.

Thanks for your help!

Comments

  • RoLoWRoLoW Posts: 346
    edited December 1969

    I haven't used GoZ much, but perhaps it requires all items that are being exported to be selected in the Scene tab first.

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    GoZ will send the selected figure and fitted or parented items to ZBrush as separate SubTools, which you can merge into a single mesh if you want (but that will break the ability to load any changes as morphs).

  • edited December 1969

    GoZ will send the selected figure and fitted or parented items to ZBrush as separate SubTools, which you can merge into a single mesh if you want (but that will break the ability to load any changes as morphs).

    Here's an odd thing. it's Dolly, a figure morph based on Genesis 2 figure. I export as dolly (with full morphs included) and the hair is exported as a separate tool in Zbrush. If I export without morphs, the hair is attached to the model.

    As for making it a single mesh it kind of defeats the purpose of what I wanted to do.

  • edited December 1969

    rolow said:
    I haven't used GoZ much, but perhaps it requires all items that are being exported to be selected in the Scene tab first.

    Thank you. It does require that. you're right. I've been able to export both hair and model using GoZ and they both export, but when in zbrush they are as separate tools.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    mgbeers said:
    rolow said:
    I haven't used GoZ much, but perhaps it requires all items that are being exported to be selected in the Scene tab first.

    Thank you. It does require that. you're right. I've been able to export both hair and model using GoZ and they both export, but when in zbrush they are as separate tools.

    Hi, I find that hair if it is parented or fitted to will normally export as well as the figure. When you load the character the other items should show up. It will show up in the sub tools tab and can be worked on. I normally select the figure and mask all so that I can work on creating clothing.

    However I would point out that when you use goz you don't retain the groups. If you export as c4d scale as an object and then import it in to zbrush you will retain the groups. Retaining the groups will allow you to ctrl shift to hide sections of the model which is really useful. I only use goz when I'm doing something really simple. If you are creating textures for example you need to be able to hide the sections to export the maps.

  • edited December 1969

    Pendraia said:

    Hi, I find that hair if it is parented or fitted to will normally export as well as the figure. When you load the character the other items should show up. It will show up in the sub tools tab and can be worked on. I normally select the figure and mask all so that I can work on creating clothing.

    However I would point out that when you use goz you don't retain the groups. If you export as c4d scale as an object and then import it in to zbrush you will retain the groups. Retaining the groups will allow you to ctrl shift to hide sections of the model which is really useful. I only use goz when I'm doing something really simple. If you are creating textures for example you need to be able to hide the sections to export the maps.

    Well I'm not sure if you mean that they are exported together as in the hair being on the model or not but as a genesis character not morphed to dolly, it exports the hair on the figure but as dolly it still exports both hair and figure but the hair is a separate tool that isn't on the figure. If you can clarify that would help. I only wnat to work on the hair while on the figure so I can see how it is in reference to it. :)

    I may try to export in the manner you're saying but is it harder to create morphs for the figure by importing from an object rather than directly using GoZ? As you can see I'm completely new to this so I don't know any of this very well although i do undrestand what you're talking about with poly groups.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    mgbeers said:
    Pendraia said:

    Hi, I find that hair if it is parented or fitted to will normally export as well as the figure. When you load the character the other items should show up. It will show up in the sub tools tab and can be worked on. I normally select the figure and mask all so that I can work on creating clothing.

    However I would point out that when you use goz you don't retain the groups. If you export as c4d scale as an object and then import it in to zbrush you will retain the groups. Retaining the groups will allow you to ctrl shift to hide sections of the model which is really useful. I only use goz when I'm doing something really simple. If you are creating textures for example you need to be able to hide the sections to export the maps.

    Well I'm not sure if you mean that they are exported together as in the hair being on the model or not but as a genesis character not morphed to dolly, it exports the hair on the figure but as dolly it still exports both hair and figure but the hair is a separate tool that isn't on the figure. If you can clarify that would help. I only wnat to work on the hair while on the figure so I can see how it is in reference to it. :)

    I may try to export in the manner you're saying but is it harder to create morphs for the figure by importing from an object rather than directly using GoZ? As you can see I'm completely new to this so I don't know any of this very well although i do undrestand what you're talking about with poly groups. I did mean that they exported together and both would show up in the subtools menu when using goz but I've just noticed something weird and I'm wondering if it's because I've updated to 4.7 when I have Dawn selected and send to zbrush via goz only the item parented seems to be going not Dawn. I know that I have sent Dawn with clothing attached via goz many times so this is really odd.
    This is the first time I've used goz since updating I can say I had no problems previously. I will often when autofitting send things in via goz just to fix them up a little.

    Anyone know if there is a bug?

  • edited December 1969

    Pendraia said:
    mgbeers said:
    Pendraia said:

    Hi, I find that hair if it is parented or fitted to will normally export as well as the figure. When you load the character the other items should show up. It will show up in the sub tools tab and can be worked on. I normally select the figure and mask all so that I can work on creating clothing.

    However I would point out that when you use goz you don't retain the groups. If you export as c4d scale as an object and then import it in to zbrush you will retain the groups. Retaining the groups will allow you to ctrl shift to hide sections of the model which is really useful. I only use goz when I'm doing something really simple. If you are creating textures for example you need to be able to hide the sections to export the maps.

    Well I'm not sure if you mean that they are exported together as in the hair being on the model or not but as a genesis character not morphed to dolly, it exports the hair on the figure but as dolly it still exports both hair and figure but the hair is a separate tool that isn't on the figure. If you can clarify that would help. I only wnat to work on the hair while on the figure so I can see how it is in reference to it. :)

    I may try to export in the manner you're saying but is it harder to create morphs for the figure by importing from an object rather than directly using GoZ? As you can see I'm completely new to this so I don't know any of this very well although i do undrestand what you're talking about with poly groups.

    I did mean that they exported together and both would show up in the subtools menu when using goz but I've just noticed something weird and I'm wondering if it's because I've updated to 4.7 when I have Dawn selected and send to zbrush via goz only the item parented seems to be going not Dawn. I know that I have sent Dawn with clothing attached via goz many times so this is really odd.
    This is the first time I've used goz since updating I can say I had no problems previously. I will often when autofitting send things in via goz just to fix them up a little.

    Anyone know if there is a bug?

    Interesting thing and I'm not sure if it's related to what you're saying. I did get the hair to export on the figure. Only thing I know of that I did differently was lower the resolution to base and the subdivisions to 0. But also this might be something to take note of. In Zbrush the hair showed up as a tool by itself in the small image tool palette, but when I actually dragged it out onto the canvas it was the hair and the model o.O Idk if that's working as it should or not but weird. I'm using 4.7 also. idk if what I'm saying helps or not but just thougth I'd add that.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    mgbeers said:
    Pendraia said:
    mgbeers said:
    Pendraia said:

    Hi, I find that hair if it is parented or fitted to will normally export as well as the figure. When you load the character the other items should show up. It will show up in the sub tools tab and can be worked on. I normally select the figure and mask all so that I can work on creating clothing.

    However I would point out that when you use goz you don't retain the groups. If you export as c4d scale as an object and then import it in to zbrush you will retain the groups. Retaining the groups will allow you to ctrl shift to hide sections of the model which is really useful. I only use goz when I'm doing something really simple. If you are creating textures for example you need to be able to hide the sections to export the maps.

    Well I'm not sure if you mean that they are exported together as in the hair being on the model or not but as a genesis character not morphed to dolly, it exports the hair on the figure but as dolly it still exports both hair and figure but the hair is a separate tool that isn't on the figure. If you can clarify that would help. I only wnat to work on the hair while on the figure so I can see how it is in reference to it. :)

    I may try to export in the manner you're saying but is it harder to create morphs for the figure by importing from an object rather than directly using GoZ? As you can see I'm completely new to this so I don't know any of this very well although i do undrestand what you're talking about with poly groups.

    I did mean that they exported together and both would show up in the subtools menu when using goz but I've just noticed something weird and I'm wondering if it's because I've updated to 4.7 when I have Dawn selected and send to zbrush via goz only the item parented seems to be going not Dawn. I know that I have sent Dawn with clothing attached via goz many times so this is really odd.
    This is the first time I've used goz since updating I can say I had no problems previously. I will often when autofitting send things in via goz just to fix them up a little.

    Anyone know if there is a bug?

    Interesting thing and I'm not sure if it's related to what you're saying. I did get the hair to export on the figure. Only thing I know of that I did differently was lower the resolution to base and the subdivisions to 0. But also this might be something to take note of. In Zbrush the hair showed up as a tool by itself in the small image tool palette, but when I actually dragged it out onto the canvas it was the hair and the model o.O Idk if that's working as it should or not but weird. I'm using 4.7 also. idk if what I'm saying helps or not but just thougth I'd add that.I'm seeing the item on its own in the subtool palette also and when I drag it out just the clothing or hair shows up not dawn, even when I only have dawn selected. Which is just weird because I know I've sent stuff over using goz previously. Dawn will transfer if she is on her own just not with clothing or hair added. I always reduce to base and subdivision to 0 when sending dawn. Oh well I tend to only use goz for quick fixes as I prefer to retain the groups but that's just weird.

  • edited December 1969

    Pendraia said:
    mgbeers said:
    Pendraia said:
    mgbeers said:
    Pendraia said:

    Hi, I find that hair if it is parented or fitted to will normally export as well as the figure. When you load the character the other items should show up. It will show up in the sub tools tab and can be worked on. I normally select the figure and mask all so that I can work on creating clothing.

    However I would point out that when you use goz you don't retain the groups. If you export as c4d scale as an object and then import it in to zbrush you will retain the groups. Retaining the groups will allow you to ctrl shift to hide sections of the model which is really useful. I only use goz when I'm doing something really simple. If you are creating textures for example you need to be able to hide the sections to export the maps.

    Well I'm not sure if you mean that they are exported together as in the hair being on the model or not but as a genesis character not morphed to dolly, it exports the hair on the figure but as dolly it still exports both hair and figure but the hair is a separate tool that isn't on the figure. If you can clarify that would help. I only wnat to work on the hair while on the figure so I can see how it is in reference to it. :)

    I may try to export in the manner you're saying but is it harder to create morphs for the figure by importing from an object rather than directly using GoZ? As you can see I'm completely new to this so I don't know any of this very well although i do undrestand what you're talking about with poly groups.

    I did mean that they exported together and both would show up in the subtools menu when using goz but I've just noticed something weird and I'm wondering if it's because I've updated to 4.7 when I have Dawn selected and send to zbrush via goz only the item parented seems to be going not Dawn. I know that I have sent Dawn with clothing attached via goz many times so this is really odd.
    This is the first time I've used goz since updating I can say I had no problems previously. I will often when autofitting send things in via goz just to fix them up a little.

    Anyone know if there is a bug?

    Interesting thing and I'm not sure if it's related to what you're saying. I did get the hair to export on the figure. Only thing I know of that I did differently was lower the resolution to base and the subdivisions to 0. But also this might be something to take note of. In Zbrush the hair showed up as a tool by itself in the small image tool palette, but when I actually dragged it out onto the canvas it was the hair and the model o.O Idk if that's working as it should or not but weird. I'm using 4.7 also. idk if what I'm saying helps or not but just thougth I'd add that.I'm seeing the item on its own in the subtool palette also and when I drag it out just the clothing or hair shows up not dawn, even when I only have dawn selected. Which is just weird because I know I've sent stuff over using goz previously. Dawn will transfer if she is on her own just not with clothing or hair added. I always reduce to base and subdivision to 0 when sending dawn. Oh well I tend to only use goz for quick fixes as I prefer to retain the groups but that's just weird.

    Ok so I want to try exporting via obj file and trying that method also is it easy importing back into daz? right now it recognizes that I have the model open in zbrush when I use goz it asks if it's a morph or creating a new character. will it still do that?

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    You'd want, I think, to export each item as a separate OBJ, then import each OBJ as a subtool in ZBrush.

    I checked what GoZ did in 4.7 before my last reply, but I was using Genesis rather than Dawn. I did get some oddities when I added a parented prop to double-check that, having previously sent a figure plus figure hair across I got only the primitive: clearing the GoZ cache via the preferences panel in ZBrush fixed that.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    You'd want, I think, to export each item as a separate OBJ, then import each OBJ as a subtool in ZBrush.

    I checked what GoZ did in 4.7 before my last reply, but I was using Genesis rather than Dawn. I did get some oddities when I added a parented prop to double-check that, having previously sent a figure plus figure hair across I got only the primitive: clearing the GoZ cache via the preferences panel in ZBrush fixed that.

    I'll give that a try thanks Richard!

    I generally do the process you outlined above when I want to retain the groups but if it's just a quick fix I will often use GoZ to send Dawn with the item.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    Just tried and it is now working beautifully! Thanks Richard you are amazing...now all I have to work out is how to stop DS crashing when weight mapping.

  • edited December 1969

    Hardest part is figuring out the import/export thing. I've been able to export both using goz and exporting as obj and working in zbrush fine but Idk if I should start a new thread or what. Working one thing at a time, I'm trying to figure this out.

    I created an extract of her upper body and created a sort of shirt. very rudimentary, but it imported but just curious as to how to make it a separate item to be used as clothing? I'm sure that's something I can find information on but thougth I'd throw that out there first.

    Also trying to recreate this drawing of mine: http://th05.deviantart.net/fs70/PRE/i/2013/285/b/2/war_inked_by_s4ndm4n2006-d6q8nfv.jpg and in doing so I need to enlarge the eyes and eye sockets. I know how to actually separate out the eyeballs, the eye lashes and everything as tools in zbrush and even manipulate them so that I have the actual result I like and the details of duplicating the eyelashes to match each side I can figure out but a couple questions I have are, first, if I separate the eyes as tools of their own in zbrush can i export > DAZ via goz or do I need to export as obj and if importing as obj is there anythign special I have to do for daz to know what model it's for or as a morph or do I do something differently? Lastly if I enlarge they eye balls and/or eyelashes I guess I have to redraw the textures for them too, right?

    sorry for the bombardment, and if I need to create a new thread that's fine just let me know :) Thanks for your help everyone.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    mgbeers said:

    I created an extract of her upper body and created a sort of shirt. very rudimentary, but it imported but just curious as to how to make it a separate item to be used as clothing? I'm sure that's something I can find information on but thougth I'd throw that out there first. Using the extract function is okay for stuff just for you but it's my understanding that you can't redistribute due to copyright issues. I normally start by appending a cylinder or square to the figure in sub tools. I generally select the figure first and mask all as that way you won't accidently move things around on the figure. I tend to use move to help rough out the shape I want and remesh. I'm just learning this stuff myself though and there are most likely other ways. I can't wait for 4.7 so I can use extruding to do this type of stuff.
    mgbeers said:

    Also trying to recreate this drawing of mine: http://th05.deviantart.net/fs70/PRE/i/2013/285/b/2/war_inked_by_s4ndm4n2006-d6q8nfv.jpg and in doing so I need to enlarge the eyes and eye sockets. I know how to actually separate out the eyeballs, the eye lashes and everything as tools in zbrush and even manipulate them so that I have the actual result I like and the details of duplicating the eyelashes to match each side I can figure out but a couple questions I have are, first, if I separate the eyes as tools of their own in zbrush can i export > DAZ via goz or do I need to export as obj and if importing as obj is there anythign special I have to do for daz to know what model it's for or as a morph or do I do something differently? Lastly if I enlarge they eye balls and/or eyelashes I guess I have to redraw the textures for them too, right?
    Okay eyes are difficult...generally when creating morphs I use move or topological move to shift things around. Topological will give you the ability to control a particular section, for example if you want to make the lashes longer without touching the eyes. The other thing that will come in handy for you is using the ctrl shift to hide parts like the eyeballs and also to help mask particular areas. I'm still working on fairly simple morphs and try and avoid the eye area if I can as it's very easy to stuff it up.

    sorry for the bombardment, and if I need to create a new thread that's fine just let me know :) Thanks for your help everyone.That's up to you if you want a new thread as op you used to be able to change the title not sure if you still can. Happy to help where I can...I'm still learning myself. I generally post my wip's over at Hivewire though as I mainly use Dawn at the moment. There is so much to learn in Zbrush I would suggest focusing on one aspect at a time. The tutorials at zclassroom are really good and worth working your way through.
  • edited December 1969

    Pendraia said:
    Using the extract function is okay for stuff just for you but it's my understanding that you can't redistribute due to copyright issues. I normally start by appending a cylinder or square to the figure in sub tools. I generally select the figure first and mask all as that way you won't accidently move things around on the figure. I tend to use move to help rough out the shape I want and remesh. I'm just learning this stuff myself though and there are most likely other ways. I can't wait for 4.7 so I can use extruding to do this type of stuff.

    zbrush 4r7 you mean? Yeah i'm waiting for that too but I'm not sure what you mean by waiting for 4r7 for extruding. You can do extraction from the model right now in 4r6. Just use ctrl + shift and mask out the area shape you want to make into clothing as a sub tool ane under subtools palette go to extract. Sorry if that's not what you meant. personally I'm waiting for r7 to do the box modeling in zbrush! XD


    Okay eyes are difficult...generally when creating morphs I use move or topological move to shift things around. Topological will give you the ability to control a particular section, for example if you want to make the lashes longer without touching the eyes. The other thing that will come in handy for you is using the ctrl shift to hide parts like the eyeballs and also to help mask particular areas. I'm still working on fairly simple morphs and try and avoid the eye area if I can as it's very easy to stuff it up.

    Thanks for this. I have actually been able to separate out the lashes, the eyeballs and the model as separate subtools and can manipulate them ok but what I'd like to know is how to reintegrate into daz. I don't care so much whether it's distributable as much as being abe to use daz to pose and manipulate my own character.


    Happy to help where I can...I'm still learning myself. I generally post my wip's over at Hivewire though as I mainly use Dawn at the moment.

    There is so much to learn in Zbrush I would suggest focusing on one aspect at a time. The tutorials at zclassroom are really good and worth working your way through.

    yeah I'm finding a lot of information on the internet for tutorials on zbrush. Really it's import export part of things that stumps me the most. Thanks for your help. Look forward to sharing more info with you.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    mgbeers said:
    Pendraia said:
    Using the extract function is okay for stuff just for you but it's my understanding that you can't redistribute due to copyright issues. I normally start by appending a cylinder or square to the figure in sub tools. I generally select the figure first and mask all as that way you won't accidently move things around on the figure. I tend to use move to help rough out the shape I want and remesh. I'm just learning this stuff myself though and there are most likely other ways. I can't wait for 4.7 so I can use extruding to do this type of stuff.

    zbrush 4r7 you mean? Yeah i'm waiting for that too but I'm not sure what you mean by waiting for 4r7 for extruding. You can do extraction from the model right now in 4r6. Just use ctrl + shift and mask out the area shape you want to make into clothing as a sub tool ane under subtools palette go to extract. Sorry if that's not what you meant. personally I'm waiting for r7 to do the box modeling in zbrush! XD
    by extruding I mean selecting by polys or edges and being able to add another loop of polys. Not the same as the extraction in zbrush that is a totally different beast. Extruding is one of the new options we'll get with the box modeling tools. Is one of the tools I use a lot in hex when making clothing.

    mgbeers said:

    Okay eyes are difficult...generally when creating morphs I use move or topological move to shift things around. Topological will give you the ability to control a particular section, for example if you want to make the lashes longer without touching the eyes. The other thing that will come in handy for you is using the ctrl shift to hide parts like the eyeballs and also to help mask particular areas. I'm still working on fairly simple morphs and try and avoid the eye area if I can as it's very easy to stuff it up.

    Thanks for this. I have actually been able to separate out the lashes, the eyeballs and the model as separate subtools and can manipulate them ok but what I'd like to know is how to reintegrate into daz. I don't care so much whether it's distributable as much as being abe to use daz to pose and manipulate my own character.

    I've never made them into separate sub tools. I normally use the groups to help keep them separate when working. I'm not sure if you can export it and import as a morph after doing that. Has it changed the number of polys and vertices doing it?


    Happy to help where I can...I'm still learning myself. I generally post my wip's over at Hivewire though as I mainly use Dawn at the moment.

    There is so much to learn in Zbrush I would suggest focusing on one aspect at a time. The tutorials at zclassroom are really good and worth working your way through.

    yeah I'm finding a lot of information on the internet for tutorials on zbrush. Really it's import export part of things that stumps me the most. Thanks for your help. Look forward to sharing more info with you. it's a fairly straightforward process as long as you keep the scale the same in both directions. I use c4d as mec3d told me it was the best to use with zbrush.

  • edited December 1969

    by extruding I mean selecting by polys or edges and being able to add another loop of polys. Not the same as the extraction in zbrush that is a totally different beast. Extruding is one of the new options we'll get with the box modeling tools. Is one of the tools I use a lot in hex when making clothing.

    mgbeers said:

    yeah Ok. I realized after I asked that that you probably meant what you just said but lol I had already written my response :D


    I've never made them into separate sub tools. I normally use the groups to help keep them separate when working. I'm not sure if you can export it and import as a morph after doing that. Has it changed the number of polys and vertices doing it?

    I'm pretty sure the number of polys will remain the same. I think the tutorial I found was related to DAZ and zbrush which described the process. Separating the eyes as a pair from the eye sockets makes manipulating the eye sockets much easier, I'm sure you know what I mean and as soon as I've done something with this method I'll let you know how well it worked :) Can't you just regroup everything after you've changed stuff anyway? before transfrering back to daz or exporting as an obj?

    it's a fairly straightforward process as long as you keep the scale the same in both directions. I use c4d as mec3d told me it was the best to use with zbrush.

    Except the really really unconventional UI and tools XD Works fine but takes some getting used to/ yeah I saw someone say something about C4D as the option to choose so have been using that also.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    mgbeers said:

    yeah Ok. I realized after I asked that that you probably meant what you just said but lol I had already written my response :D No problem...
    mgbeers said:

    I'm pretty sure the number of polys will remain the same. I think the tutorial I found was related to DAZ and zbrush which described the process. Separating the eyes as a pair from the eye sockets makes manipulating the eye sockets much easier, I'm sure you know what I mean and as soon as I've done something with this method I'll let you know how well it worked :) Can't you just regroup everything after you've changed stuff anyway? before transfrering back to daz or exporting as an obj?
    I'm not sure as I've never tried it...but it might. If I remember I'll ask Dylan over at Hivewire...he is my go to guy when I get stuck.

    Except the really really unconventional UI and tools XD Works fine but takes some getting used to/ yeah I saw someone say something about C4D as the option to choose so have been using that also.Yeah...Mec3D swears by it as well.
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