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Morph targets for 3ds Max

Hello.
I wanted to use Zbrush to create moprh targets for 3ds Max. I created a model in 3ds Max, exported it as an wavefront object and imported it to Zbrush in which i sculped it (without subdividing it). I then exported it and imported back to Max. When i used it as a morph target my initial model got corrupted…it moved to the back and deformed in a way totally different thatn what i sculped.

It might be a vertex order problem.

Before adding the morph modifier, .
Try selecting all the vertices of your base model, make and name the selection set and press ’ copy '. + deselect.
Select the model you wish to morph to, . select all the vertices, select the above named selection set, and press paste.
This should copy and paste the first models vertex order, to the second.
Apply the morph modifier + continue, . .

If this doesn’t do it, .it might be that the import is not in the same worldspace as the original.

Hope this helps.

I didn’t know that such a procedure can re order the vertex numbering of model…Thanks for the info…i tried ti…but it didn’t work…i don’t know what’s the problem…

Thanks anyway.

try using the original exported .obj as the master in max and the sculpted as the morph target
convert to poly (both)

That’s what i did…and it didn’t work…i then decided to try something simpler…i created a model in Max…exported it as an .OBJ with the default settings…and re-imported it to use it as a morph target…my initial model got corrupted!!!..When i applied the morph modifier!!!..i haven’t tried it yet in Max 8 or previous to see if it’s a Max 9 issue…

When you export from max, do you have relative vertex numbers and compress numbers turned off?

original model in max (a)
exported original model in .obj format (b)
zbrushed version ©

replace a with b and use c as morph target as usual
apply textures and stuff to b
is what i meant

incidently you can model at a higher sd level if it’s easier as long as you export the lowest level to be the morph target
it works for me anyway

Actually i’ve tried it if every option…(relative numbers on, off, rotate model on/off…etc)…it doesn’t work…
The process of replacing the original model with the exported .obj would work…but what happens if the original mesh is already skinned and has some morphs already??..

probably it helps to align ( centre) your object to the 0/0/0 point ( origin)

Tried it…it didn’t work…by the way…can anyone confirm this???..Just export a model you have as an .obj…re import it and use it as an morph target…tell me what happens…i’ve tried it with both Max 9 and 8 so it’s not a Max 9 issue…

yeah- from memory it starts to morph at a really small size, scales up then flips the morph then goes back to small doesn’t it? lol
cool but totally unusable

looks like when using morph targets from zb you have to convert everything to.obj to get them to work together or you get this effect or nothing at all

hope you sort out your problem- but seems like you’ll have to at least redo the morph mod and export/import all models that’ll be using it