I’m working on a head between Maya and Zbrush and I’ve blocked out the base head in Zbrush with several distinct polygroups that I want to use to assist me in making selections as I polish up the blendshapes. I did the primary blendshape pass in Maya itself, because I wanted access to the bone tools. So now I have a couple dozen heads that I want to import into Zbrush as layers on my base head, and then go to detailing. Problem is, when I import a morph target off the OBJs, the polygroups get wiped. I’ve disabled the “polygroups” import under the preferences, but that looks to simply be a toggle for checking the OBJ for groups or for lumping them into one. It doesn’t maintin the existing polygroups disabled or enabled.
So here’s the question, is there a way to import position information only from the OBJs? Or will I have to import all the heads and then go back and redo my polygroups again on the base head to get my selections broken back out? Thanks in advance for your time and consideration, Zbrushers.