https://www.sidefx.com/tutorials/goz-plugin-for-zbrush/ [www.sidefx.com]
I did install plugin as instruceted in video but i do not get gz plugin shelf and yes i did restart Houdini
Hitting “+” sign and selecting “shelves” does not have GoZ listed
Goz Plugin not working in new version houdini?
5224 7 1- ISUther
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- goldfarb
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the tool has been updated:
https://www.dropbox.com/s/cibtavd9hm0686u/goz_installer16_5.hda?dl=0 [www.dropbox.com]
https://www.dropbox.com/s/cibtavd9hm0686u/goz_installer16_5.hda?dl=0 [www.dropbox.com]
- friedasparagus
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- Cyzor
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- Njordy
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Cyzor
Note that the otl assumes you're running Windows. I'd have to take a closer look to remap the paths for potential compatibility with other platforms.
Yeah, I'd love to use this HDA, but sadly I'm on macOS. I know what I need to change in zbrush_dir and brush_proj_dir, but have no idea what to do about GoZMakeObjectPAth.exe and so on…
Have anyone figured it out?
- cgbeige
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back when the Maya version was out of date, I wrote a script to do a similar thing just by dragging and dropping exported OBJ files onto the ZBrush app in macOS since that imports the mesh. I don't know what sort of interop you need but that type of thing is easy to write for Houdini since you just make a drag and drop of your geo the post-render script action. Try the attached scene – it works for me. You might need to change your path to ZBrush in the geometry ROP's script since I'm using floating license version that has a different path
Edited by cgbeige - Feb. 21, 2018 15:14:10
- Njordy
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The HIP you attach consists of three heightfield node and nothing about saving geo
Anyhow, I tried to fix the code from original HDA.
The thing is, Zbrush starts after pressing the button, but immediately crashes. I dunno why. *goz files stays in the project folder, I tried to open it directly from Zbrush — same thing, crush. What can be the problem, somehow files are corrupted?
Maya GoZ works perfectly.
Anyhow, I tried to fix the code from original HDA.
import os import subprocess zbrush_dir = "/Users/Shared/Pixologic/GoZBrush" zbrush_proj_dir = "/Users/Shared/Pixologic/GoZBProjects/Default" def get_mesh_paths(meshes_to_send): paths_to_meshes = [] for mesh in meshes_to_send: ## object_path_file = os.path.join(zbrush_dir, "GoZ_ObjectPath.txt") object_path_file = "/Users/Shared/Pixologic/GoZBrush/GoZ_ObjectPath.txt" f = open(object_path_file, 'w') f.write(mesh + "\n") f.close() object_path_exe = "/Users/Shared/Pixologic/GoZBrush/GoZMakeObjectPath.app/Contents/MacOS/GoZMakeObjectPath" subprocess.call(object_path_exe) ## object_path_file = os.path.join(zbrush_dir, "GoZ_ObjectPath.txt") object_path_file = "/Users/Shared/Pixologic/GoZBrush/GoZ_ObjectPath.txt" f = open(object_path_file, 'r') for line in f.readlines(): print line paths_to_meshes.append(line) f.close() return paths_to_meshes def write_object_path(path_to_meshes): # object_path_file = os.path.join(zbrush_dir, "GoZ_ObjectList.txt") object_path_file = "/Users/Shared/Pixologic/GoZBrush/GoZ_ObjectList.txt" f = open(object_path_file, 'w') for path in path_to_meshes: f.write(path.replace("\\", "/") + "\n") f.close() def export_subtool(instance): meshes_to_send = [instance.parm("tool_name").eval()] paths_to_meshes = os.path.join(zbrush_proj_dir, meshes_to_send[0]) if instance.inputs(): instance.node("OUT_MESH").parm("sopoutput").set(paths_to_meshes+ ".GoZ") instance.node("OUT_MESH").parm("execute").pressButton() def export(kwargs): meshes_to_send = [hou.pwd().parm("tool_name").eval()] export_path = hou.pwd().node("OUT_MESH").parm("sopoutput").eval() paths_to_meshes = [os.path.join(zbrush_proj_dir, meshes_to_send[0]).replace("\\", "/")] write_object_path(paths_to_meshes) if hou.pwd().inputs(): hou.pwd().node("OUT_MESH").parm("sopoutput").set(paths_to_meshes[0] + ".GoZ") hou.pwd().node("OUT_MESH").parm("execute").pressButton() # object_path_exe = os.path.join(zbrush_dir, "GoZBrushFromApp.exe") object_path_exe = "/Users/Shared/Pixologic/GoZBrush/GoZBrushFromApp.app/Contents/MacOS/GoZBrushFromApp" subprocess.call(object_path_exe)
The thing is, Zbrush starts after pressing the button, but immediately crashes. I dunno why. *goz files stays in the project folder, I tried to open it directly from Zbrush — same thing, crush. What can be the problem, somehow files are corrupted?
Maya GoZ works perfectly.
- Njordy
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I also have problems with GameDev Toolset because I'm a Mac user.
Sadly, there are HDAs what points to an app on file system… they never check (if it's possible in Python, and somehow I think it is) what OS user is running. GameDev Instant Mesh node will never work on Mac (*nix also) machine since it always points to “$HOUDINI_USER_PREF_DIR/Instant Meshes.exe”. And for some reason “/Applications/Instant Meshes.app” nor “/Applications/Instant`/n`Meshes.app” (I actually have no idea how to deal with spaces in filenames, Houdini Help just says to not use is ) doesn't work.
The Python node inside the asset shows this:
I dunno if it's a problem with old Python system uses, permission issues, file path string, or Instant Mesh itself doesn't support this interaction on Mac. Maybe someone can help.
Sadly, there are HDAs what points to an app on file system… they never check (if it's possible in Python, and somehow I think it is) what OS user is running. GameDev Instant Mesh node will never work on Mac (*nix also) machine since it always points to “$HOUDINI_USER_PREF_DIR/Instant Meshes.exe”. And for some reason “/Applications/Instant Meshes.app” nor “/Applications/Instant`/n`Meshes.app” (I actually have no idea how to deal with spaces in filenames, Houdini Help just says to not use is ) doesn't work.
The Python node inside the asset shows this:
Python error: Traceback (most recent call last): File "", line 38, in File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 522, in call return Popen(*popenargs, **kwargs).wait() File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 710, in __init__ errread, errwrite) File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 1335, in _execute_child raise child_exception OSError: [Errno 2] No such file or directory
I dunno if it's a problem with old Python system uses, permission issues, file path string, or Instant Mesh itself doesn't support this interaction on Mac. Maybe someone can help.
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