Woo! Got it! A bit of confusion in my question had arisen due to the differences in terminology between the two programs. What Zbrush calls morph targets, blender calls shape keys, and what I wanted to do was use a sculpted mesh from zbrush as a shape key in blender.
Worked out how to do what I wanted in the end though. I’ll have to re-do the first couple of expressions probably, but seeing as the base mesh still needed work that’s not a major issue. Here’s an outline of the workflow.
- Create base mesh in blender, pose and tweak shape to give the rough shape of the expression.
- Export meshes as obj. This is the tricky part as blenders .obj exporting leaves a little to be desired. What you need is:
[ul]
[li]An obj of the basemesh, exported with the “morph target” option checked.[/li][li]An obj of the mesh in the expression you are working on, again with the morph target option switched on. This is where problems arise. The “morph target” option disables applying modifiers on export, meaning that if you used an armature or any other modifier to pose your mesh you’re .obj is going to look weird - shape keys will be applied, but modifiers wont.[/li][li]Thus you need to create another version of the mesh with all modifiers and shapekeys already applied so it can be exported correctly. Blender wont let you apply modifiers to a mesh with shapekeys, but there is a script called “apply deformation” in the object scripts menu that will create a new mesh with the same affect, and vertex order conserved, so use this.[/li][li]Export the new mesh as above.[/li][/ul]3. Import the un-posed base mesh into ZB, and sculpt away! - When the time comes to work on a specific expression, import the posed obj as the new level 1 subdiv and work on that - thus conserving the nice fine detail you already put in on the basemesh. You can then refine the expression.
- Huzzah! Because all of your sculpted meshes have the same vertex order data, you can export any level you choose back to blender as objs and know that you can use them as morph targets (shape keys) there too!
6.To do so, export the meshes back to blender as .obj’s. They will be separate objects, but this can be rectified using the “Rvk1 to Rvk 2 script” found in the mesh scripts dialogue. This transfers the shape of one mesh to another as a shape key - exactly what I wanted.
I’ll try and put up some video later to show the results - hopefully that ought to explain it a bit better.
Limitations: I currently cant get the system to play nice with the armature that was originally there, as the armature displacement gets baked into the mesh on export. This means that animation is done purely by interpolating between shapekeys which obviously isn’t quite correct for thigs such as the jaw which moves in an arc - this really wouldnt be suitable for animating limbs for example. However it is sufficient for working on the face as the difference is only slight.
Bah, learning workflows is a pain in the arse. Back to more interesting things.






















- in fact I simply adore all of Blackadder… I think the first series had a lot of very silly expressions too since he was stupid in the Middle Ages 





