Hi fellas,
iam on a project in our company about 3 racing drivers hunting each other in their cars through a desert.
I know my text is quiet long,but the problem is a bit hard to describe,please help me and dig through my text if you have the time
My task is to add some facial details in Zbrush to 3 human base mesh heads which are already easy rigged (3 bones/neck/head) and use a morpher modifier in 3DsMax (animated via faceshift!/baked animation).
1.
i have 3 heads positioned somewhere at the grid,each with a morpher modifier,topped by a skin modifier.when i scrubb the timeline, the faces are animated through the morpher modifier stacked on each.
2.
So i just deactivated their morpher and skin modifier and scaled down the heads to 10%,as i found out that the heads were stored/skinned/ way to big./maybe a problem of the faceshift software.
3.
after i scaled them down to better size, exported the heads as *.obj.
4.
then used Zbrush for detailing.(a displacement map was generated too)
5.
exported the modified mesh still on low/same subdiv back to 3dsMax to keep the new modifikations.
6.
in 3dsMax try to copy the morpher and skin modifier from the origin head on new head,it screws up in a strange way.The head is squasched/scaled togehter to near flat surface.i compared the vertex numbering and they match.
7.
So i thought,screw it,i ll use my zbrushed mesh (scaled up again) as a “new” morphtarget in my origin head on 100% (slider).
And then keep all other morphtargets in the list above still working.
8.
So this works better,but the origin head moves and turns out of place when i pull the slider to 100% on this newly morphtarget.It basically rotates exactly 90° and offsets itself a good amount.
9.
So i found out that when i check the pivots of the imported/zbrushed *.obj and my origin head mesh,something is wrong with the pivots.The imported head-mesh is about -50cm X axis exactly where i exported it from the origin head.But its pivot is on XYZ=0 and it seems its Pivot is fliped in YZ?!
10.
Iam aware of the flipping method for exporting to zbrush when not using GOZ and reimporting it and flip those axis back.This works superb,but what happend to my pivot?Iam also aware of GOZ and export factors in zbrush if you dont go with the *.Obj way.
Conclusion, i assume the origin heads were not x-formed/resetted before the morpher and skin modifier were added?
When i turn off the skin modifier, the origin head jumps forward and to the side,showing me that it was modelled on another position off world/off XYZ=0.
when you turn off “Always deform” in the skin modifier,the mesh jumps away and wont return if you turn that option on again,showing me somehting is wrong.
When i apply a reset xform on a origin head and colapse it into the mesh while keeping its morpher and skin modifier,the result is a squashed/scaled mesh (see like point 6. above).
zbrush & max masters,
what is the correct procedure to avoid this problem?