Anyone else having the annoying issue in ZBrush2020 when importing meshes from maya as an FBX? It always seems to offset the symmetry when imported into zbrush and its crazy beans! OBJ's are fine???pic.twitter.com/aqboEQqVf9
Character Artist @Blizzard_Ent - I make polygons, do art things, and play a LOT of games | Dumb as they might be, my opinions & posts are my own. 


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Anyone else having the annoying issue in ZBrush2020 when importing meshes from maya as an FBX? It always seems to offset the symmetry when imported into zbrush and its crazy beans! OBJ's are fine???pic.twitter.com/aqboEQqVf9
I know i could just shift it across but if you're importing 30 fbx's that last thing you want to do is have to shift them all to match world 0 Can't seem to find anything online other than "just move it"
The world 0 is totally right in every other software, only when importing an FBX into zbrush, does zbrush bork it and then exporting it out of zbrush permanently offsets the meshes. Wild.
Everything else i'm importing seems to be fine but anything to do with this mesh. I wonder what is attached to it that is offsetting it like this. All standard debugging has been done to make sure no transform history is attached to it. WAAHpic.twitter.com/OYPRtfTWRq
THE FIX! The issue seems to be that if the mesh isn't symmetrical then it won't work as an FBX import. By making a box in Maya that encompasses the mesh (doesn't need to be merged) and then importing it as an FBX together, it will make sure the world 0 is in tact. YEESH!!!!!!pic.twitter.com/ndNCivX6Vt
Ah yes...the wacky ZBrush axis. I'm happy to see you found the fix - It's truly one of the goofy things Zbrush STILL does that there is absolutely no reason for and it's been an issue forever. Go figure. 
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