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Problems with 3ds max 2010 export (for Morphs)

Hi this is my first post. If anyone could help me I would really appreciate it.

I’m using ZBrush to make a full body morph for a character in 3ds Max 2010. For some reason whenever I bring the import the adjusted .obj file into Max and load it into the Morph modifer, as well as making the model morph it will rotate it.

I have tried using the ‘zbrush’ presets in both importing and exporting the .obj and still no luck. Rotating the pivot, and/or the model in max doesn’t help.

I’m pretty sure that the problem is with 3ds max’s .obj export. Don’t remember having this problem in previous versions of Max.

Any suggestions?

You have to be careful with your model’s xForm, things like scale, rotate, etc will result things like that, since Max doesn’t recognize the vertex order/ position if you do it from that main tool (it looks like what matter to Max is the creation statistic, not the modified one), so what you can do is reset you model’s xForm from the utilities panel [reset xForm].

Another workaround will be applying an FFD modifier (or any other modifier might also work) and modified the gizmo sub-object level.

_Revel

Actually MAx does track vertex order and assigns each one a number. Possibly, the issue could be the transition between Max and Zbrush because Zbrush really wants to work in quads. When exporting an obj from Max are you selecting “quads” or “polygons”? Zbrush tries to force quads in your mesh which would change the “point order” in zbrush, i am pretty sure " point order" in zbrush translates to “vertex order/number” in Max. In theory as long as your morph targets have the same exact number of faces/verts in the same order and the same pivot point the morph should work.