Idea from discord channel
I've been puzzling over this myself, maybe if it helps, I tried
copying the model,
exporting it as a separate object
and using shift+click to add it to the original as a shape key
the model still turns inside out and the effect is the same,but it's possible for a line of code it's not the same as trying to apply changes to the original model, as far as I understand in this sequence the blender will use the current vertex groups and the model will just inflate with the correct shape if I understand correctly,I'm not a programmer,just a thought, maybe it will help, thanks again.
Sometimes it is not always necessary to apply changes to the main model, I will try to explain with an example.
I'm doing a bodybuilding flex with arms raised to the top or arms behind head, you can see the muscles of the back, armpits,all this detailed stuff, if the model arrives in Blender via GoB it will update original mesh, changes will be applied to the base layer and it is.
While having changes as just corrective layer,much better,because i can turn it off,for example for showing stress muscle and rest one,according to pose
Final idea here to combine pose+corrective sculpt=result and be able to use it in multiple poses
With simple weightpaint it's very hard to achieve details level than i need,and corrective sculpts layer gonna fix it,without constant repainting bones in blender >.<
in my case the model should remain the same as the UV,and armature as well
put it in the armature pose >
sent it to zbrush >
made a sklupt >
returned it to the blender>
copied it, added it to the original as a shape key>(that's where mess happening)
disabled the shape key returned to the original pose >win
Idea from discord channel
I've been puzzling over this myself, maybe if it helps, I tried
copying the model,
exporting it as a separate object
and using shift+click to add it to the original as a shape key
the model still turns inside out and the effect is the same,but it's possible for a line of code it's not the same as trying to apply changes to the original model, as far as I understand in this sequence the blender will use the current vertex groups and the model will just inflate with the correct shape if I understand correctly,I'm not a programmer,just a thought, maybe it will help, thanks again.
Sometimes it is not always necessary to apply changes to the main model, I will try to explain with an example.
I'm doing a bodybuilding flex with arms raised to the top or arms behind head, you can see the muscles of the back, armpits,all this detailed stuff, if the model arrives in Blender via GoB it will update original mesh, changes will be applied to the base layer and it is.
While having changes as just corrective layer,much better,because i can turn it off,for example for showing stress muscle and rest one,according to pose
Final idea here to combine pose+corrective sculpt=result and be able to use it in multiple poses
With simple weightpaint it's very hard to achieve details level than i need,and corrective sculpts layer gonna fix it,without constant repainting bones in blender >.<
in my case the model should remain the same as the UV,and armature as well
put it in the armature pose >
sent it to zbrush >
made a sklupt >
returned it to the blender>
copied it, added it to the original as a shape key>(that's where mess happening)
disabled the shape key returned to the original pose >win