ZBrushCentral

Zbrush/Maya import/export problem

Hi,

I want to change the angle of my 3d-models hands, but keep the level of detail I have already done in Zbrush. Is it possible to export the model from Zbrush to maya, apply the changes and then get the model back into Zbrush with the progress of the original model but with the small changes from maya?

Check the picture for better understanding.
prob.jpg

The model you import back into a ZBrush tool must have the same vertex order to avoid the problem you encountered. When you detached the hand in Maya you changed how the vertices are ordered.

I don’t think there is a solution to your particular problem.

Hi Thomas
Try duplicating your original mesh in Maya, then put the original mesh in a templated layer for reference;
Then built a temporary skeleton just for the arms, (with as many bones are needed to rate them into position without detaching anything.)
Grab both the mesh and the root, and delete history, then re-export to ZB.

NB - Could also rotate the arms with either a wrap deformer or a lattice; or two - one for each arm :slight_smile:

Although for 100% pinpoint accuracy, I’d tend to agree with TVeyes :wink:

Chris

Atwooki: Yeah, it worked. I did a skeleton for the arm and rotated the bound mesh. The edges from the shoulder down are somewhat rotated, but nothing extreme and I don’t think it will cause trouble when animating.

Even though it was not a perfect solution, I guess it’s better then to redo all the work in Zbrush :smiley:

Thanks

Well color me purple and call me Sally (please don’t) there was a solution, nice one Atwooki :+1: