Can't give you my project but i can describe the steps to you. 1. In Zbrush, with a mesh in edit mode, create a layer and deform the mesh with move tool or whatever, but don't change the topology. 2. Next, export it using FBX export/import plugin. with "layers" option selected and OpenGL 3. Bring the exported mesh into CC. It will then ask you the usual 60 fps stuff bla bla. Keep original, press ok. 4. It brings the mesh in as subgroup instead of a mesh on it's own like i showed in the Screenshot, so it's impossible to "Activate" the layer/morph that was created in Zbrush.
Hi Sunlikevoid, Thank you for the clear steps. I was able to reproduce the issue you mentioned. Currently, CC does not support prop morphs, and this is not related to the structure of the scene. However, you can import the FBX into iClone and use the Morph Animator feature to see the ZB morph data, then set keys to create the animation (see attached images). Soya Reallusion
Hi Sunlikevoid, I'm sorry, but I can't reproduce your issue. Could you please provide your project and the FBX file you exported, and then describe the steps you took to import the FBX into CC? This will help us clarify the issue more quickly. Thank you! Soya Reallusion