Hi there, I have posted in Reality Capture forums but am wondering if there might be a way to approach this from the Zbrush side - & I know there are some Reality Capture workflow users here.
The issue:
I exported an FBX mesh from Reality Capture which I worked with in Zbrush without changing the transform at all. When I went to reimport back into Reality Capture to re-project the textures, the reimported FBX was flipped through 90degrees on two axes.
I tested that I hadn’t altered the transform in Zbrush by accident by running a test; exporting the same mesh from RC, exporting from Zbrush without doing anything to it , and then reimporting back to RC, & once again two axes were flipped.
- The mesh is sitting in the same folder & with the same name as the .RCinfo file from the original export of RC which is apparently important for getting them lined up
- I ran the test with an obj workflow & it doesn’t suffer the same issue - the re-imported obj in RC maintains the same coordinates.
Anyone have any tips for getting my FBX back into RC with the correct co-ordinates ? I have tried altering the Zbrush export settings different ways (MayaYup, MayaZup, FBX2019 vs FBX2020 etc but to no avail so far).
As this seems like a simple rotation through 90 degrees on two axes, I should be able to correct that in Zbrush prior to export? I tried this but it seems like the rotation is occurring around a different point as it doesn’t line up once I take it back into Reality Capture.
Another thing I thought of would be to import the obj into my current scene (which I know occupies the correct coordinates) & somehow try to snap my current mesh to the imported obj?
Next time I can use obj from the start, but I’ve done weeks of work on the current mesh as an FBX already which I can’t afford to lose. Any advice would be awesome.