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Maya to ZBrush blendshapes

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Justin Lockwood
Maya to ZBrush blendshapes
on Dec 16, 2015 at 8:19:50 am

I've modeled and rigged up a character in Maya, and I'm currently trying to sculpt some expressions in ZBrush. So what I've done is:

1) GoZ my neutral, base head mesh from Maya into ZBrush
2) Sculpt the expression in ZBrush
3) Export the tool as OBJ
4) Import into Maya

The problem though, is that the pivot point of my original Maya base head is centered on the mesh, but the imported OBJ blendshape mesh resets its pivot onto World origin(on the floor). Therefore when I add in the blendshape deformer, the blendshape flies off to World origin due to the difference in pivot position.

Does anyone know if there's a way to maintain the original pivot when importing back the OBJ? Or is there an inherent problem in my workflow?

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Mohammad Taha
Re: Maya to ZBrush blendshapes
on Dec 17, 2015 at 9:14:32 am

Hi Justin,

I hope I have understand what you mean coz my English is not this perfect.

But what I have understand is, that you would like to change the pivot after importing back to Maya.

You can do this with the Attribute Editor. (see image)
Take the Local Space and World Space from the original Object and copy at into the imported one.

Or if You would like just to Center it to the Object, go Modify -> Center pivot

Hope was helpful.

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