Zbrush Polygroups to Blender Vertex Groups

I don’t know if this is possible or if anyone here could answer this.

Anyone know if it’s possible to create polygroups in ZBrush, then import the OBJ file from there into Blender and then have them turned into vertex groups?

So far I’ve only managed to get the polygroups to import as separate objects.

So if I can’t straight import polygroups to vertex groups, is there a way to rejoin all the separate objects and have those as vertex groups?

Then is there a way to go the other way? So vertex groups out the ZBrush as polygroups?

Sorry if this is poorly explained!!

Ok, well I guess most people here that might not know allot about ZBrush

OK THEN! I just need to know if there is a way to get separate objects to merge into one, but have each object as a vertex group on the model when it’s all merged?

If you have the polygroups as separate objects, whats the problem? Just join them together CTRL-J into a single mesh. What you might want to do is make sure each of your polygroups has its own material then, after they are joined, you will have a multi-material mesh. You can used the material group selection tool to select only faces with those specific materials. After you have the selection, I believe you can assign it to a vertex group thus, manually re-creating your polygroups from Z-Brush.

Hmmm, Ctl J will join to a complete mesh which is fine, and not really my problem. It’s the fact that I loose the vertex groups that way.

However, I see what you mean about material groups. That might help keep the grouping in place. Nice tip!!

But as you saw from my other threads, this is going to slow the work-flow down a bit.

So looking at modifying the OBJ import now. The Export also seems not to manage vertex groups very well. As all the gouping is ignored and you just end up with one object?? Sigh, this is going to be a fun week of coding me thinks! :wink:

Thanks for the help ATOM! that material grouping is going to really help as a work around.

Maybe you could modify the OBJ importer the same way. In code, simply create a material for each vertex group and assign it to the independent parts before they are joined as one. Then, after import, you would have an OBJ with a material for each vertex group.

(I’m just brainstorming here…)

Actually after messing around with material groups, I think you could be right in what your saying.

That way I kill two birds with one stone.

I have the grouping, and I can get started making materials for each part.

Good idea, now if I could just get to grips with this pesky Python code here.