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?