NVil Forum

General Category => NVILL Discussion => Topic started by: arvin00 on April 04, 2013, 05:33:43 am

Title: GoZ
Post by: arvin00 on April 04, 2013, 05:33:43 am
Anybody know if GoZ will be implemented in NViL
Title: Re: GoZ
Post by: JTenebrous on May 22, 2013, 06:13:38 pm
I'm amazed this has been read more than 100 times at this point, with no response :o .  Anyhow, hi, this is my first post, but I've been lurking 'round this message board for a few months now.  I work full time as 3d artist, and probably 80-90% of my time at the moment is spent in ZBrush.  I've been casually toying about with Voidworld/NVIL for about 6 months now (still using the last available free beta), but can see its growing potential via these forums as a primary tool in my pipeline.  Anyhow, I have to work very quickly most of the time, and the only thing that's kept me from purchasing the full license of NVil is the lack of ZBrush GoZ support, which would save me a heap of precious seconds when added up on a weekly basis.  So I guess what I'm saying is this - if you implement GoZ, I'll buy a copy ;).
Title: Re: GoZ
Post by: IStonia on May 23, 2013, 09:44:27 am
Hi JT, it is unlikely goZ will be implemented. I emailed Pixologic some time ago for the goZ SDK but got no reply. Even if I had the SDK, it would be likely written in C++ and that will make things complicated because NVil is written in C#.

NVil already has the clipboard feature, so if you can convince the folks in Pixologic to add clipboard feature, plug-in or script, it would make it very easy to transfer models between the two apps. Although it won't as quick as goZ, It is much faster than go through folders. It is very easy to implement.
Title: Re: GoZ
Post by: Passerby on May 23, 2013, 11:36:16 am
Maybe next week when I have some time off work I can look into makeihg a script for zb to work with the clipboard feature of nvil
Title: Re: GoZ
Post by: arvin00 on May 23, 2013, 12:02:02 pm
Wow thanks for the reply and hope it will be implemented soon.
Title: Re: GoZ
Post by: Passerby on May 23, 2013, 12:31:05 pm
Ya will just need to learn zb's scripting language first since it is really strange. But should be possible to integrate zb with nvil.

also zScript is the most retarded language i haver ever seen, and i am experienced with 5 different languages.
Title: Re: GoZ
Post by: arvin00 on May 23, 2013, 01:48:03 pm
Ya will just need to learn zb's scripting language first since it is really strange. But should be possible to integrate zb with nvil.

also zScript is the most retarded language i haver ever seen, and i am experienced with 5 different languages.

lol, the creators of ZBrush must be aliens:)
Title: Re: GoZ
Post by: Passerby on May 24, 2013, 01:37:52 pm
got a small working script for working with the nvil clipboard system from zbrush.

just got to sort out a few issues, zscript seems to have no way to access windows system variables, so currently i have to manually write in the path to the clipboardObj. So im going to bundle it with a little python script that corrects that problem.
Title: Re: GoZ
Post by: polyxo on May 24, 2013, 06:27:27 pm
Hi passerby,
hooking up Zbrush was very cool - note that there's a proper GoZ SDK available which one ask for via email on the bottom of this (http://pixologic.com/zbrush/features/GoZBrush/) page.
Title: Re: GoZ
Post by: JTenebrous on May 28, 2013, 07:46:50 pm
got a small working script for working with the nvil clipboard system from zbrush.

Looking forward to seeing how this pans out - thanks for tackling this ;).
Title: Re: GoZ
Post by: ajf412 on July 13, 2013, 04:19:24 am
Good stuff.  Glad to see that it's being looked into.  =)
Title: Re: GoZ
Post by: Passerby on July 13, 2013, 12:07:16 pm
Ya kinda forgot about this, I will post it when I get back home next week. I also got one for Maya and can build one for max and blender
Title: Re: GoZ
Post by: JTenebrous on July 13, 2013, 12:08:46 pm
 ;D
Title: Re: GoZ
Post by: JTenebrous on July 18, 2013, 06:38:01 pm
You home yet?  :P
Title: Re: GoZ
Post by: Passerby on July 18, 2013, 10:47:22 pm
ya have been too busy to look into fixing the environment var issue.
https://dl.dropboxusercontent.com/u/2360554/Fourms%20Stuff/Void%20World/goNvil.txt

take that put it in the 'ZStartup\ZPlugs' folder within your zbrush install folder.

because of zscript not being able to access windows environment variables, a edit to line 1 of the script is needed to make it work.

Code: [Select]
[VarDef, Object1, "C:\Users\User\AppData\Roaming\DigitalFossils\NVil\Media\Clipboard\ClipboardObj.obj" ]

change the path in line 1 to be set for the same location on your system, you should only need to change 'User' to your windows username if your run Windows7.

now all of this is done, for first run of you script you need to call it manually within zbrush.
so just fire up zbrush, open the zscript menu, and hit load and browser to the script.

After this the script should just auto run on zbrush startup, and give you extra options below the ztools pane to import and export to and from nvil and zbrush.
Title: Re: GoZ
Post by: arvin00 on July 20, 2013, 01:48:21 pm
Thanks dude!!!!!! Works Great:)
Title: Re: GoZ
Post by: Passerby on July 20, 2013, 02:14:51 pm
I also got a Maya one that works out of the box, since I'm not limited by a terrible scripting language like with zbrush.

if anyone is interested I can post that bit of code too.

also fairly easy to build similar tools for blender, max and modo.
Title: Re: GoZ
Post by: polyxo on July 20, 2013, 02:21:32 pm
Yes, thank you indeed! A surprisingly small script...
As I have no officially GoZ enabled app - are there fundamental differences between this script and GoZ (only looking at geometry transfer I mean...)?
Title: Re: GoZ
Post by: Passerby on July 20, 2013, 02:27:02 pm
there are usage differences with goz by it does more or less the same thing.

things like this are easy all it is, is a simple 1 click import export script. easily made for any app that is scriptable which is almost all professional apps for this industry.

ideally I would have used environment vars on the path so the script would just work, with no edits per user, but zscript is to limited to do so.
Title: Re: GoZ
Post by: Vaquero on July 20, 2013, 04:52:06 pm
I guess any code for any app will be much appreciated! I'm interested in the stuff you got for maya and maybe blender, if you got something. Thanks!

[Edit:] But maybe start a new topic for any particular app.
Title: Re: GoZ
Post by: Passerby on July 20, 2013, 05:45:31 pm
ya would have to make the code for blender since I don't use blender, but I got ready made Maya stuff.
Title: Re: GoZ
Post by: JTenebrous on July 20, 2013, 09:23:50 pm
Ah, this is excellent, thank you!  Will definitely use this all the time.  Just out of curiosity, is there any way to preserve poly groups when importing from ZBrush into Nvil?  NVil poly groups remain intact when the mesh is brought into ZBrush, but not the reverse.  Obviously, if poly groups are important, I can still go the manual import/export route, so that's fine.  I've noticed, however, that when using "NVil Out", the "Grp" (Group) button in the Export submenu of the Tool palette disables itself.  It would be awesome if the Go-NVil script could respect the export submenu settings (at least the "Grp" one), but if there's a technical reason why that's not possible, so be it.
Title: Re: GoZ
Post by: Passerby on July 20, 2013, 10:30:43 pm
prolly i dont know shit about zbrush scripting this was just reading a a little and codeing
Title: Re: GoZ
Post by: Passerby on July 20, 2013, 11:16:09 pm
Fixed, got the new script posted in the same spot, you will have to load the script again manually for the changes to take effect.
https://dl.dropboxusercontent.com/u/2360554/Fourms%20Stuff/Void%20World/goNvil.txt
Title: Re: GoZ
Post by: JTenebrous on July 25, 2013, 08:14:08 am
Just wanted to thank you again for this beautiful little script (and Istonia for implementing the clipboard feature in the first place).  I've been using it all week and it's helped to bring NVil perfectly into my everyday workflow. :)
Title: Re: GoZ
Post by: Passerby on July 25, 2013, 12:33:59 pm
ya not a big deal, thigns like this only take a few minutes to write, just in the case of zbrush it was a pain figuring out the language to use
Title: Re: GoZ
Post by: ajf412 on July 30, 2013, 04:31:28 am
Can you make one for Shade 3D?  =)
Title: Re: GoZ
Post by: Passerby on July 30, 2013, 06:40:10 pm
never heard of it, and from its website it dosnt seems to have no API, or way to script it.

also appears to be mac only from the website too.
Title: Re: GoZ
Post by: ajf412 on July 30, 2013, 10:50:46 pm
Shade Python Reference.  Not sure if this would help you or not, but it states:  "This document contains information concerning Python Script for Shade and Shade Widgets, and is written for developers."
https://dl.dropboxusercontent.com/u/74427334/Shade_python_reference.zip

It's definitely not Mac only.  I wont touch Macs.  lol
http://www.mirye.net

Best place to get trial software is from the Japanese e-Frontier website.  Mirye seems to want to control everything, and you would need to get a demo license from them.  Don't have to from the Japanese page.  Just download, choose version, and run.
http://shade.e-frontier.co.jp/product/v14/trial14/

You'll find the python reference in bin > widgets > shade_python_reference.

Wow!  Thanks for looking into it!
Title: Re: GoZ
Post by: ajf412 on July 30, 2013, 10:54:29 pm
Or it could simply be a change between v. 13 and v. 14...
Title: Re: GoZ
Post by: Passerby on July 31, 2013, 01:19:58 am
i didn't bother installing it or working with the app, but took a peek at the python api docs
there dosnt seem to be a way to export just the selected objects, unless it does that by default.

haven't tested it, but her is a really simplistic bit of code that should work in theory, didnt test since i don't got the app installed.

Code: [Select]
import os

objPath = os.environ['APPDATA']
objPath = objPath + '/DigitalFossils/NVil/Media/Animation Data/Base Data Sets/SoundTemp/ClipboardObj.obj'


def goNvilImport():
    scene = xshade.scene()
    scene.load_OBJ(objPath)
    print 'Recevied from NVil!'


def goNvilExport():
    scene = xshade.scene()
    scene.save_OBJ(objPath)
    print 'Sent to NVil!'

Title: Re: GoZ
Post by: ajf412 on August 02, 2013, 10:34:42 pm
I'm not sure how to use this, so I posted it on Shade's Facebook wall, and hopefully somebody there can tell me how to implement it.  Thank you very much!
Title: Re: GoZ
Post by: arvin00 on August 14, 2013, 12:19:47 pm
there is something wrong with getting a mesh from zBrush into NViL.. I pressed the NViL out/in in zBrush when I tried to paste in NViL it does not work.

Thanks
Title: Re: GoZ
Post by: Passerby on August 14, 2013, 12:47:11 pm
there is something wrong with getting a mesh from zBrush into NViL.. I pressed the NViL out/in in zBrush when I tried to paste in NViL it does not work.

Thanks

did you fix the path at line 1 of the script, and reload it into zbrush? Due to zscript being so shit, there was no way for me to have it automatically figure out the proper path, so you have to manually edit the path in line 1 of the script.
Title: Re: GoZ
Post by: arvin00 on August 14, 2013, 04:30:29 pm
yeah I did that only importing to NVil did not work. I tried it again now it works. Sorry to bother you and thanks for the reply
Title: Re: GoZ
Post by: 5starheat on August 27, 2013, 09:53:31 pm
Just want to say that I use the GoNvil script and I love it. Thanks making it and sharing!
Title: Re: GoZ
Post by: mightypea on September 03, 2013, 10:37:51 am
It doesn't work for me either. Could this be because I've set mine to use the program folder for settings? Zbrush says something about the obj being in use/no diskspace (got a 100GB available), and when I paste in NVIL nothing happens. Same when I try to go the other direciton, it says there's no file to be found.

The message in Zbrush reads: 'Cannot export OBJ file. Insufficient disk space or file is in use by another application'
Title: Re: GoZ
Post by: Passerby on September 04, 2013, 11:23:38 am
sounds like you got the path set to a place that dosnt exist. just double check the path on the first line of the code is correct.

I apoligze that there isn't a easier way but zscript is very very limiting. for Maya max modo or blender I can have the script auto detect where nvil keeps its data. but zscript is too basic for this.
Title: Re: GoZ
Post by: IStonia on September 06, 2013, 08:45:34 am
It doesn't work for me either. Could this be because I've set mine to use the program folder for settings? Zbrush says something about the obj being in use/no diskspace (got a 100GB available), and when I paste in NVIL nothing happens. Same when I try to go the other direciton, it says there's no file to be found.

The message in Zbrush reads: 'Cannot export OBJ file. Insufficient disk space or file is in use by another application'

The app writes the file to the application startup path. Since you have set that to Dropbox so it won't work because of that. I will change the path so it can work in any cases.
Title: Re: GoZ
Post by: IStonia on September 18, 2013, 11:45:39 am
The path is changed.
Title: Re: GoZ
Post by: Passerby on September 18, 2013, 08:13:09 pm
edited my orgianl post with correct paths, from the new September 18th 2013 update.

ya have been too busy to look into fixing the environment var issue.
https://dl.dropboxusercontent.com/u/2360554/Fourms%20Stuff/Void%20World/goNvil.txt

take that put it in the 'ZStartup\ZPlugs' folder within your zbrush install folder.

because of zscript not being able to access windows environment variables, a edit to line 1 of the script is needed to make it work.

Code: [Select]
[VarDef, Object1, "C:\Users\User\AppData\Roaming\DigitalFossils\NVil\Media\Clipboard\ClipboardObj.obj" ]

change the path in line 1 to be set for the same location on your system, you should only need to change 'User' to your windows username if your run Windows7.

now all of this is done, for first run of you script you need to call it manually within zbrush.
so just fire up zbrush, open the zscript menu, and hit load and browser to the script.

After this the script should just auto run on zbrush startup, and give you extra options below the ztools pane to import and export to and from nvil and zbrush.
Title: Re: GoZ
Post by: arvin00 on December 03, 2013, 07:02:55 am
if possible can I ask you to make the same thing for blender(GoNVil)?

Thanks
Title: Re: GoZ
Post by: Passerby on December 04, 2013, 01:05:45 am
im sure it is possible, but will be a long time till i get to it, since im pretty busy latley, and this would require i learn blenders api.

Luckily enough once done it should work more like the one i made for maya, so it should just work out of the box.
Title: Re: GoZ
Post by: polyxo on December 23, 2013, 10:51:55 am
Passerby,
does the script get loaded by default on your machine? I always need to load the script manually for the first time in a running session - although I saved my Zbrush config and also assigned a hotkey to the Nvil-Importer...

Edit:
Also - is there maybe a way to also hook up one aspect of GoZ which currently is missing? The script at this point only reads the file in the clipboard folder - but actually intended is a slightly other behavior: To externally change a mesh (in a SubD-App) and to update that already open .obj in Zbrush(seen in this clip (http://www.youtube.com/watch?feature=player_detailpage&v=yfW8Gkil1sw#t=102) around the 1.50min mark). Possible?
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Title: Re: GoZ
Post by: Woolfy on July 15, 2017, 09:59:07 am
Hi do someone using this script? links are not working anymore..would be nice to get this.Or are there other ways possible, because im wondering that last post so long time ago..