Hi All Zbrushers!
Ok. At the bottom are the two files, my Maya file and the Zbrush ztl with all the “blend shape layers”
The naming is the same for both items.
In Maya I have a copy of my original mesh and offset to the side but it isn’t attached as a blendshape to the main skin.
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So far so good. I couldn’t get GoZ to work because of nGons, no biggy. So, I exported the selection(the green mesh there), as an .obj with the same name mesh_copy.
In Zbrush, I imported the mesh_copy, and added the layers to sculpt the various “blendshapes”. Since GoZ didn’t work, I used the export Blendshapes plugin. It opened Maya but it moved the mesh over the original model without the offset, as you can see.
The blendshapes window exists, which is great, the only problem is, the blends only affect the mesh_copy and not the original mesh.
My question is, before using the blendshapes plug-in, do I need to first attach the base(pre imported from zbrush blendshapes)mesh_copy to the existing mesh or should the plug-in automatically attach it. I mean it is attaching to the copy_mesh, but the copy_mesh isn’t attached to the main skin which obviously needs to be to affect it properly.
So do I need to attach the mesh_copy to the main mesh first, then use the blendshape plugin in Zbrush?
Any ideas?
Thanks!
Sean
files:
https://www.dropbox.com/s/0w3jtkgre2isxgt/frogMain.0220.ma