Replies: 9 comments 18 replies
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I'm looking for information how to work with that addon. I can't find information what kind of selection groups should I create within Blender to be have them converted into polygroups within Zbrush... |
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you can use vertex groups or face maps to send over to zbrush as polygroups at the moment. Im working on adding material to polygroups support but that will take a bit until its ready. |
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Why is the slider limited to 0.1 - 10. There is no reason to have a cap, please fix (Manually typing number also doesn't work) Edit: And yes I know that I know that GOB uses zbrushes export scale, but maximum user flexibility is still better Edit 2: Changing export scale in ZBrush doesn't work because when importing it back to ZBrush the scale is not the same anymore. This means that one has to use the GOB addon scale slider which if one uses the optimal ZBrush scale of 2 units only allows for object of the size 0.02m - 20m to be exported to blender. For bigger creatures this is not enough |
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And is there a reason why ZBrush export offset doesn't work with GOB |
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Ok so I looked a bit more into documentations and I think this is the best choice https://readthedocs.org/. Most addons use it. And they host it, quote from them: |
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Thanks a lot for the detailed explanation and images to go with it! I agree that a popup with the proposed options would be great and thought about it some time ago, i will definitely take this and your scenarios into the todo list. Thanks as well for the link to the documentation space, this looks great and exactly what i had in mind, i will take a look and see how this integrates with github. |
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Hey @kromar, long time no see. Was curious if there were any developments on overhauling parts of the auto fix system, that we talked about back in mid 2022. |
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This discussion was created from the release GoB_v3_5_56.
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