Hair Purchased Elsewhere
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When fitting older hair products, say V4, toG3, the dials and morph controls seem to be gone. They used to appear in the "neck" section of the hair when I used to use Poser. There are some really cool older hair products that I would like to use but can't due to the morphs.
Are these controls hidden somewhere, or is there a workaround?
Post edited by bueller1998_df4ca4b697 on
Comments
Gome as in no slider, or gone as in not having an effect? I would not expect any slider to vanish (as long as the moprhs had been injected before the conversion, if the hiar uses injection techniques) but if they were controllers for rigged bones then those would have been lost in the conversion.
Are you using Autofit to convert the V4 hair figure into a G3F hair figure? That has the drawback of only morphs that exist on the G3F getting transferred into the converted hair — any specific hair morphs get dropped on the floor.
There is a way to keep the hair morphs; instead of autofitting, parent the entire hair figure to the Genesis figure's head. This lets the hair turn and move when the figure is posed, although you'll have to adjust the hair posing manually. You will also need to adjust the x/y/z scaling on at least the head part of the hair, perhaps on the hair as a whole.
Gone as in I can't find the sliders for morphs. The hair autofits from V4 to G3, but I can't find the morphs.
The problem is that the bones between V4 and G3F are different. V4 has a plain Neck bone; G3F has a Neck Upper and a Neck Lower main bone; each of those may also be divided between Neck Upper Bend and Neck Upper Twist, and Neck Lower Bend and Neck Lower Twist. So technically, it's not that the morphs are gone; it's that you have to figure out where they went. They should be associated with one of those four bones, but which one is anyone's guess.
That said, because Autofit doesn't handle that transition well, the morphs themselves will for the most part be dead, wherever you find them. Not necessarily all of them, depending on how many there are, but a fair number. My guess is that a lot of that type of morph depend on a bone simply called "Neck" existing, and it doesn't in G3F.
Morphs themselves should be preserved by AutoFitting (that wasn't the case initially but has been fro some time). However the issue of controls that were on the neck bone now having nowhere to go is a possible problem - and is probably worth a support ticket as quite a few hairs used the neck bone for their morphs. Since the actual morphs are on the figure rather than on body parts it might be worth enabling Show Hidden Properties in the Parameters pane option menu (the lined button in the top corner, or right-click the tab) and checking to see if they are theer on the figure node.
Yes, if you enable Show Hidden Properties and look at the figure node for the hair (the one that is the parent to the bones, with the hair's name) you will find the morphs. You can unhide them by right-clicking on the Parameters pane and selecting Edit mode, then click on the first morph, shift-click on the last, right-click and go to Hidden>Unhide Selected Properties.
How do you enable Show Hidden Properties?
It's in the Parameters pane option menu - the lined button in the top corner, or right-click on the tab.