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Mesh using as blendshape in maya: incorrect scale and position

Hello,
maybe someone knows the Maya-Zbrush workflow for creating a blendshape:

I just imported a mesh from Maya to zBrush (as OBJ).
It has in Maya transformations (that I need to keep).
When I export this into zBrush, sculpt a bit on it and Reimport it later into Maya,
then use it in Maya as a BlendShape target (same topology of course and in local tangent space),
then it leads to a incorrect transformation and position. Also all transformation values get lost already right after export from Maya.

I’m sure this is a simple basic knowledge :slight_smile:
Many thanks

The scale and offset for importing/exporting OBJs from ZBrush are stored in the Tool>Export palette. When importing into ZBrush, select the Polymesh3D Star tool first, and import into that. That ensures that those values are set correctly.

HI Marcus, thanks!

Exactly this is my workflow.
The actual problem was on the Maya side, because there the OBJ export did not store the transformation values, even when I reopened the Maya-Obj in Maya for check, it was like freezed transformations.
(I wonder if that has always the case or is it a new Maya bug?)

We solved it with resetting transformations in Maya before export, then importing to zbruch and back in Maya after import again apllying the correct transformation values.

Glad you got it sorted out. For future reference, there’s the Maya Blend Shapes plugin in ZBrush which will set up any ZBrush Layers as Blend Shapes in Maya. And also the FBX plugin has a Layers option (export from ZBrush only).

Thanks, I also saw this thread about it:

I just thought it’s the same like manually. But if GoZ respects transformations I will install it once again (I used GoZ last time 2 years ago;).
Have a nice day!