A small offset appears after exporting model to zbrush and back using GoZ
I start with an empty scene. I double-click the Toon neutral F and load it. I restore the bind pose. I select the character and click the GoZ button. I use the "Create" template and send the model in the A pose to ZBrush ( No changes have been made to the model ). It opens ZBrush. I select the character's body, go down to the lowest subdivision level, and export it from ZBrush as an OBJ file. After that, I go to Zplugin and, using CC GoZ plus, I send the model back (lowest subdivision, no normals, displacement, or diffuse). No changes have been made to the model. I click on the "visible" button and send it back to CC. On the CC side, the GoZ menu pops up. I click on "Update". Then I go to Create and add a prop to the scene. That prop is the OBJ file we exported previously from ZBrush. You can see that there is a big offset happening.
Please help; we are going crazy here :( This has been tested in Character Creator v4.65 and v5.03. Both versions produce the same results.
Here's why we need this to be solved. We are utilising CC blendshapes to drive our custom face rig. Character artists working with Zbrush export the high-res and low-res models from there, and the technical artists are exporting blendhsapes for characters from CC4. Those files don't match, and it's stopping us and our process.
Here's the breakdown of our current face rig process:
"We take the original base static model (Maya file ) From the CC4 FBX output (an exported FBX full body with all facial blendshapes), we extract the blendshapes in just the head area. We apply those extracted head blendshapes onto the original base static mesh model (just the head) Because of the small vert offsets that happen between the original base static mesh and the cc4 fbx output, each extracted blendshape has small shifts in the entire face when triggered in the rig We need a process that can allow the original base static model to make a round trip from cc4 > z brush > cc4 > maya, without any vertex shifts"