ZBrushCentral

Zbrush and Maya

I just find out something about maya and Zbrush…

I am thinking creating a libary of head shape and use it blend shape the proxy object in maya. This way i can create in so many different head shape in a second.

I export the proxy shape as obj, then add detail and reshaped inside zbrush without subdiving it. Export it back to maya.

In side maya, i tried to use the zbrushed mesh to blendshape the proxy mesh. But i found even the vertices was the same, the vertices order were different.
I did a test again…
first export the proxy mesh (mesh 1) from maya as obj, and import back it again (mesh 2). mesh 2 and mesh 1 has the same vertices count, the vertices # shifted few numbers
: Same location on the mesh, but have different vertice number assign to it.

using the same obj, i import into zbrushed, mess around with it a bit, export it back to maya (mesh 3). Mesh 3 and mesh 2 vertices number also have shifted…

I was also playing with the idea that…
using the same method.
Skin the low mesh, use the low mesh to drive the proxy mesh.
export the proxy mesh to zbrush, detail + reshape without change the poly count. Export it backt 2 maya. Then I can transfter the vertices (shape) to the proxy mesh. This way i can animate the base mesh, and plug in different head shape back to the proxy mesh.
I mean that will be extremely COOL.

But it seem the vertices number or orders shifts…Mess everything up. I know this is a Maya problem as well.

Damn… it…

P.S my english is poor… please forgive me

I believe that this is going to prove to be the answer for you, as soon as the next version is released.

For the current version, Pixolator’s ZScript on the second page of this thread might help.

Thanks…

Aurick, I will look into that …

I read the threads you mentioned Aurick. And after 10 hours of hellishness. I figured out some gruesome details about Zbrush and Maya.

It seems that Maya will change the vertex order on any object that you export out. It’s a very simple test. Just make a cube, duplicate it, move over, export the duplicate, then re-import it right back.

You will see that the order of the verteces has changed.

Now here’s the good news: Once you have done an export on an object, re-exporting or importing will not change the vertex order. Keep in mind, that you DO need to use Pixalotor’s script from here. This is to keep the order proper on Zbrush’s side of things.

So I was totally screwed for doing a Maya Blend shape because the head would get it’s verteces re-arranged on the export. I ended up just using Maya wire deformers rather than trying to remap the UV, textures, etc, etc.

So here’s my point/advice: If you are going to be doing blend shapes using Maya and Zbrush (or Wings or any otheR OBJ program)… Then export and re-import your meshes into Maya once, and then go from there with confidence.

As a side note, I seem to be battling with software more than I am modelling, but at least I can save someone else 10 hours or hellishness I hope.

Andre Khromov

Your issues is with the import settings in Maya, turn off all options, except normals will keep the point order correct. I also export with the same settings.

arise dead post!

yes, this seemed to be the culprit in my case as well.

Thanks guys.

this is very simple, i just figured it out after playing around for awhile.
all you have to do is change your maya import settings so that “create multiple objects” is FALSE. that’s it, no other setting changes are needed. at least it works for me. i have MAYA 7.