Use the Outliner to do this selection.ġ2) Under Object Data > Shape Keys click on the downward triangle and select Add as corrective pose shape (fast, armatures only)ġ3) A new shape key should have been added based on the name of the morphed object.n You can rename it as you see fit. Type CTRL A and select location then type CTRL A again to select rotation.ĩ) Select the base object using the Outliner.ġ0) For the base object under Object Data > Shape Keys click the plus sign to add a new Shape Key called “Basis”.ġ1) For each 3D layer obj, select the morphed object first then select the base object. I name them after the 3D layer.ĥ) Turn off the selected layer, turn on the next 3D layer and repeat steps 3 and 4 until all layers have been exported.Ĩ) Type B to do a box select then select all imported objects. Step 2: Export from ZBrush to BlenderĢ) Turn off group under Export and export the main object.ģ) Turn on the first 3D layer in the layer palette.Ĥ) Export the obj with the applied layer using a different name. You are now ready to use Corrective Shape Keys. Install the Corrective Shape Key script (Blender)Ħ) Click on Install from file and select the script.ħ) Checkmark the script to the on postion. To do this tutorial, you will need the Corrective Shape Key script for Blender available for download at Step 1: Set up Blender I attempted using the GoB plugin, an unofficial GoZ for Blender, but the steps became even more tedious then simply exporting all the 3D layers as obj files. The altered base object and its shape keys can then be reimported into ZBrush. In Blender, objects can be retopologized and existing Shape keys will be altered accordingly. In ZBrush tools can’t be retopologized without destroying existing 3D layers.
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