Blendshapes from Maya to Blender

Hi

Does it exist a way to import blendshapes from Maya to Blender? I mean those blendshapes that are separated geometry related to the main mesh.
I found a rvk1torvk2v old script bit it seems doesn’t work so I don’t know if there is a new way to get that or an updated script.

Thanks

If you mean that your blenshapes are duplicated meshes of the base mesh, then you can import every blenshape mesh individually and transfer their shape to the base one in the shape keys menu options…

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if you have them connected fbx should export those as shapekeys just fine.

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Well, what I meant is I bought a model from Sergi Caballer and that’s what I get

so I wonder if there is a way to apply those faces to the main model as shape keys in Blender

If I’m getting things right body is a single mesh and your head has a different vert count. I tried to advocate for Blenders shape keys to reply on vertIDs rather than vertIDs AND vert count, but no luck… This works in Maya just fine, and I don’t think it would be a hard fix for Blender either.

You can either duplicate your body mesh 10 times and transfer the expressions to those via UV vert copy or use geo nodes and set position to blend in the expressions, limiting it to the vert number of the head.

Like so -
blend_geos

Once that’s done you can just apply them as shapekeys.

To explain Sergi’s model above, and why it works out of the box in Maya - if you separate a mesh you’ll get 2 meshes with the vert count starting at 0. If you recombine them the first mesh keeps it’s vertIDs and the second mesh picks up the vert IDs with the number where the first left off. This way one can easily work on a separated head when doing facial shapekeys and still use them as shape keys on the full body rig in Maya. All that is different is skipping a topology check.

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For joining a mesh as a shepekey, topology of both meshes has to be the same, during Join as Shapekey operation.

But before, you can split head from body to obtain an head object with exact same topology.
Then, you can join meshes as shapekeys.
And after that done, you can reattach the body to the head with shapekeys.

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Hi
Finally I got some time to work in this task again. This last option I think it’s the easiest, but that nice tool Dan2 linked it’s very interesting too.

For those like me no mastering shapes yet, this video helped me a lot to know what I had to do following what Zeauro said