I already wrote the suggestion to the support. They will have a look…
So far I know, anyway all zbrush transformation values are only helpful inside zBrush. But maybe this is even easier for rotation. 000 needs only to be defined in the same way like Maya does, maybe with Y-up as reference.
Let me tell, how I successfully could use existing transform data:
- 1 week before I imported a mesh from Maya, sculpted in zBrush and exported it again as OBJ to Maya.
Result: positions still match perfect
- in Maya I needed to move the environment. Then I exported (just to have the new position) the mesh again from Maya and imported in zBrush.
Result: Yes, the transformation values from Maya and zBrush have nothing to do with each other. But when I only looked at zBrush and compare the subtools, then I could see the position of the old subtool, which was different from position of the re-imported subtool.
- So I took the position values of the re-imported Maya-subtool and put the same values in all the old subtools.
Result: Now even the old subtools match perfect to the new position in Maya
- It means: Whatever zBrush is assigning for position, because that is translated and written into the OBJ file at export, then I will of course get the same values back after reimport in zBrush. And theses values help to perfect align objects in zBrush.
Furthermore: It should be much easier with rotation than with size or position, because only size and position were affected by the typical downscaling at import in zBrush.
But when zBrush at import reads existing rotation data in the OBJ and just fills those in „Geometry > position > rotation“, then you already got perfect data.
(This all does not affect the orientation of the mesh, it only tells where the pivot is looking at the moment).
So as far as I understand, it is easy to adapt and write out rotation data.
Only size and position do not match with other applications.