Re: Zbrush and vertex IDs

2014-12-06 Thread Sebastien Sterling
Thx Guys, will try all these. it's nice knowing it's not an isolated
problem.

On 6 December 2014 at 20:31, Nic Sievers  wrote:

> For the UV's make sure in Zbrush in the Export options in the Tool Panel
> you have 'Txr' turned on.  It won't export UV's with that turned off.  Also
> I normally have 'Mrg' on too or the UV's will be separated
>
> On Sat, Dec 6, 2014 at 10:35 AM, Orlando Esponda <
> orlando.espo...@gmail.com> wrote:
>
>> Are you sure is the vertex order that is changing? or just the samples
>> order?
>>
>> Andy's description and solution seems to be the best one. I would try to
>> export from softimage as obj and import again to softimage. The export this
>> new mesh and replace the base mesh in Zbrush.
>>
>> If this is too much, maybe you could try to fix the UVs manually
>> http://vimeo.com/67783125
>>
>>
>> On Sat, Dec 6, 2014 at 10:35 AM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Might it be a problem with the app link ?
>>>
>>> i notice it to happen with layers as well.
>>>
>>> On 6 December 2014 at 14:41, Andy Goehler 
>>> wrote:
>>>
 I’ve noticed this behavior post Softimage 2010 releases. Where with the
 OBJ exports the vertex order is not preserved. It caused us many headaches
 and countless numbers of redoing UVs. Like you I have nothing reproduce
 able, however your chances of the bug increases when you mirrored the mesh
 before. It’s odd — I’ve advised my team to export to .OBJ and reimport
 before rigging and UVing. It’s a Softimage bug, not ZBrush.

 Nowadays, I just import both meshes into Houdini and use the Match
 topology SOP. Bingo.

 Andy


 On Dec 06, 2014, at 11:28, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

 Ive noticed now a couple of times when sending a mesh back into
 sofrimage, that

 the uv's get erased or that the vertex order, or ID is different, often
 this seems to

 happen regardless of what degree of manipulation i want to effect. I
 can't seem to

 find a reocuring reproducible source for this, with the possible
 exception of dividing

 the mesh, adding a sub div level, something you can do in mudbox
 without any issues.

 *Is there some guard, some box I can tick to tell zBrush to preserve
 vertex order ? or at the very least will prompt me if a perticular
 manipulation is going to break it ?*


 Many thanks and a good weekend to you !

 - Seb



>>>
>>
>


Re: Zbrush and vertex IDs

2014-12-06 Thread Nic Sievers
For the UV's make sure in Zbrush in the Export options in the Tool Panel
you have 'Txr' turned on.  It won't export UV's with that turned off.  Also
I normally have 'Mrg' on too or the UV's will be separated

On Sat, Dec 6, 2014 at 10:35 AM, Orlando Esponda 
wrote:

> Are you sure is the vertex order that is changing? or just the samples
> order?
>
> Andy's description and solution seems to be the best one. I would try to
> export from softimage as obj and import again to softimage. The export this
> new mesh and replace the base mesh in Zbrush.
>
> If this is too much, maybe you could try to fix the UVs manually
> http://vimeo.com/67783125
>
>
> On Sat, Dec 6, 2014 at 10:35 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Might it be a problem with the app link ?
>>
>> i notice it to happen with layers as well.
>>
>> On 6 December 2014 at 14:41, Andy Goehler 
>> wrote:
>>
>>> I’ve noticed this behavior post Softimage 2010 releases. Where with the
>>> OBJ exports the vertex order is not preserved. It caused us many headaches
>>> and countless numbers of redoing UVs. Like you I have nothing reproduce
>>> able, however your chances of the bug increases when you mirrored the mesh
>>> before. It’s odd — I’ve advised my team to export to .OBJ and reimport
>>> before rigging and UVing. It’s a Softimage bug, not ZBrush.
>>>
>>> Nowadays, I just import both meshes into Houdini and use the Match
>>> topology SOP. Bingo.
>>>
>>> Andy
>>>
>>>
>>> On Dec 06, 2014, at 11:28, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> Ive noticed now a couple of times when sending a mesh back into
>>> sofrimage, that
>>>
>>> the uv's get erased or that the vertex order, or ID is different, often
>>> this seems to
>>>
>>> happen regardless of what degree of manipulation i want to effect. I
>>> can't seem to
>>>
>>> find a reocuring reproducible source for this, with the possible
>>> exception of dividing
>>>
>>> the mesh, adding a sub div level, something you can do in mudbox without
>>> any issues.
>>>
>>> *Is there some guard, some box I can tick to tell zBrush to preserve
>>> vertex order ? or at the very least will prompt me if a perticular
>>> manipulation is going to break it ?*
>>>
>>>
>>> Many thanks and a good weekend to you !
>>>
>>> - Seb
>>>
>>>
>>>
>>
>


Re: Zbrush and vertex IDs

2014-12-06 Thread Orlando Esponda
Are you sure is the vertex order that is changing? or just the samples
order?

Andy's description and solution seems to be the best one. I would try to
export from softimage as obj and import again to softimage. The export this
new mesh and replace the base mesh in Zbrush.

If this is too much, maybe you could try to fix the UVs manually
http://vimeo.com/67783125


On Sat, Dec 6, 2014 at 10:35 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Might it be a problem with the app link ?
>
> i notice it to happen with layers as well.
>
> On 6 December 2014 at 14:41, Andy Goehler 
> wrote:
>
>> I’ve noticed this behavior post Softimage 2010 releases. Where with the
>> OBJ exports the vertex order is not preserved. It caused us many headaches
>> and countless numbers of redoing UVs. Like you I have nothing reproduce
>> able, however your chances of the bug increases when you mirrored the mesh
>> before. It’s odd — I’ve advised my team to export to .OBJ and reimport
>> before rigging and UVing. It’s a Softimage bug, not ZBrush.
>>
>> Nowadays, I just import both meshes into Houdini and use the Match
>> topology SOP. Bingo.
>>
>> Andy
>>
>>
>> On Dec 06, 2014, at 11:28, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> Ive noticed now a couple of times when sending a mesh back into
>> sofrimage, that
>>
>> the uv's get erased or that the vertex order, or ID is different, often
>> this seems to
>>
>> happen regardless of what degree of manipulation i want to effect. I
>> can't seem to
>>
>> find a reocuring reproducible source for this, with the possible
>> exception of dividing
>>
>> the mesh, adding a sub div level, something you can do in mudbox without
>> any issues.
>>
>> *Is there some guard, some box I can tick to tell zBrush to preserve
>> vertex order ? or at the very least will prompt me if a perticular
>> manipulation is going to break it ?*
>>
>>
>> Many thanks and a good weekend to you !
>>
>> - Seb
>>
>>
>>
>


Re: Zbrush and vertex IDs

2014-12-06 Thread Sebastien Sterling
Might it be a problem with the app link ?

i notice it to happen with layers as well.

On 6 December 2014 at 14:41, Andy Goehler 
wrote:

> I’ve noticed this behavior post Softimage 2010 releases. Where with the
> OBJ exports the vertex order is not preserved. It caused us many headaches
> and countless numbers of redoing UVs. Like you I have nothing reproduce
> able, however your chances of the bug increases when you mirrored the mesh
> before. It’s odd — I’ve advised my team to export to .OBJ and reimport
> before rigging and UVing. It’s a Softimage bug, not ZBrush.
>
> Nowadays, I just import both meshes into Houdini and use the Match
> topology SOP. Bingo.
>
> Andy
>
>
> On Dec 06, 2014, at 11:28, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> Ive noticed now a couple of times when sending a mesh back into sofrimage,
> that
>
> the uv's get erased or that the vertex order, or ID is different, often
> this seems to
>
> happen regardless of what degree of manipulation i want to effect. I can't
> seem to
>
> find a reocuring reproducible source for this, with the possible exception
> of dividing
>
> the mesh, adding a sub div level, something you can do in mudbox without
> any issues.
>
> *Is there some guard, some box I can tick to tell zBrush to preserve
> vertex order ? or at the very least will prompt me if a perticular
> manipulation is going to break it ?*
>
>
> Many thanks and a good weekend to you !
>
> - Seb
>
>
>


Re: Zbrush and vertex IDs

2014-12-06 Thread Andy Goehler
I’ve noticed this behavior post Softimage 2010 releases. Where with the OBJ 
exports the vertex order is not preserved. It caused us many headaches and 
countless numbers of redoing UVs. Like you I have nothing reproduce able, 
however your chances of the bug increases when you mirrored the mesh before. 
It’s odd — I’ve advised my team to export to .OBJ and reimport before rigging 
and UVing. It’s a Softimage bug, not ZBrush.

Nowadays, I just import both meshes into Houdini and use the Match topology 
SOP. Bingo.

Andy


> On Dec 06, 2014, at 11:28, Sebastien Sterling  
> wrote:
> 
> Ive noticed now a couple of times when sending a mesh back into sofrimage, 
> that 
> 
> the uv's get erased or that the vertex order, or ID is different, often this 
> seems to 
> 
> happen regardless of what degree of manipulation i want to effect. I can't 
> seem to 
> 
> find a reocuring reproducible source for this, with the possible exception of 
> dividing 
> 
> the mesh, adding a sub div level, something you can do in mudbox without any 
> issues.
> 
> Is there some guard, some box I can tick to tell zBrush to preserve vertex 
> order ? or at the very least will prompt me if a perticular manipulation is 
> going to break it ?
> 
> 
> Many thanks and a good weekend to you !
> 
> - Seb



Zbrush and vertex IDs

2014-12-06 Thread Sebastien Sterling
Ive noticed now a couple of times when sending a mesh back into sofrimage,
that

the uv's get erased or that the vertex order, or ID is different, often
this seems to

happen regardless of what degree of manipulation i want to effect. I can't
seem to

find a reocuring reproducible source for this, with the possible exception
of dividing

the mesh, adding a sub div level, something you can do in mudbox without
any issues.

*Is there some guard, some box I can tick to tell zBrush to preserve vertex
order ? or at the very least will prompt me if a perticular manipulation is
going to break it ?*


Many thanks and a good weekend to you !

- Seb