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Description
As feature rich, expandable, and capable as Blender is, I still like to do the majority of my character sculpting in ZBrush. I build a base mesh in Blender and import into ZBrush for details. I would like to be able to reimport my base mesh back into Blender as a Shape Key with whatever non-destructive topological changes i've made in ZBrush (facial expressions, body mass, etc.). 3ds max has this capability with its Morpher modifier, which allows you to pick any mesh in the scene that has the same vertex order and apply it as a "morph target"/shape key. Blender's .obj import dialog has the option to import as a "Morph Target" to maintain vertex order, but I don't know of anyway to apply it as a morph target/shape key.
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 vilda (Blenderstorm admin) wrote on the 11 Apr 08 at 03:33
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there's a script called Rvk1 to Rvk2 in Scripts->Mesh. it works as what you request, select 2 meshes, the first will be transfered to 2.nd as shape key. I guess the name is quite cryptografic and the reason you didn't find it?
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smokebox46and2 wrote on the 11 Apr 08 at 18:58
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no kidding! there's a lot of cryptic naming with blender, especially with scripts it seems.
thank you for pointing this out, however, i think it would still be nice to see this integrated with the Shape Key Panel. Maybe be able to pick multiple meshes as shape keys in one fell swoop!?!?
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jms wrote on the 19 Apr 08 at 20:00
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The new name of the rvk1torvk2 script is "deform2rvk" less cryptic but for some reason that I do not understand it does not appear like that in the bundled script list.
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 vilda (Blenderstorm admin) wrote on the 29 Apr 08 at 02:22
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jms, tonight i played with the script a little, and changed it to import more shapes and also made it a little bit more consistant with blenders behaviour- it copies all shape keys from all selected objects(if none, creates them and deletes afterwards) -> to the active object. But I didn't want to fiddle with the modifier part(not sure about it's practical use),so I cut it now. Also renamed the script, but kept you as original author. Hope you don't mind. the version i did is here:
http://plant.ffa.vutbr.cz/~novak/dwnflz/copyShapeKeys.py
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smokebox46and2 wrote on the 29 Apr 08 at 05:42
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sweet! thanks for the effort, vilda. were you saying that there is still no practical use for implementing into the shape key panel?
i really appreciate you upgrading the script.
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 vilda (Blenderstorm admin) wrote on the 3 May 08 at 17:28
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here is an updated script.
smokebox46 or somebody else who really does editing of shapekeys in other apps, please test it and tell if it works as expected and is in any way better than the old script. If so, I'll try to get it into svn.
new features against the old script are:
-works on all selected objects
-copies from selection to active object
-doesn't require shape keys on source objects, if there are none, creates them by itself and deletes them afterwards.
-can handle modifiers, if none of the modifiers changes vertex number, but isn't able to switch off topology-changing modifiers
-semi-intelligent, wanna-be optimized for real production cases, so doesn't ask any questions, just does the job and prits stats.
http://plant.ffa.vutbr.cz/~novak/dwnflz/mesh_copy_shape_keys.py
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smokebox46and2 wrote on the 4 May 08 at 00:47
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vilda, you're the real deal!
that script works great =)
i embarrassingly admit that your script is the first i've installed and also the first i've ever used.
unfortunately, zbrush isn't available for os x yet, so i couldn't make mods in there, but i did import/export some sculpts from blender several times to test and ran into no real hitches. i had moved some duplicate meshes to sculpt away from the original, so upon re-import i had to reposition the centers with the Center New button, but after that everything worked as hoped.
i guess my only other request is the ability to import multiple .obj(s) into a scene at once with all the same settings, and for the .obj importer to remember my last settings.
thank you VERY MUCH!
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smokebox46and2 wrote on the 5 May 08 at 05:50
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i noticed one of the GSOC projects was to create a conclusive automated import/export testing script to deal with all external file types. maybe my multiple .obj import suggestion will be covered in this summer project...?
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smokebox46and2 wrote on the 19 May 08 at 20:55
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hi vilda.
2.46 is released and was hoping to see your new shape key script in the release. did you try to get it committed?
thank you very much for your efforts ;)
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