Realistic Long hair posing...
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I have a girl laying on a bed, face up, her hair should be flowing over the edge of the bed towards the floor but doesn't. but she could be posed in any position, and the hair does not act like gravity exists unless she is standing.
Can anyone suggest how to pose hair on a figure that is NOT vertical?
I have LAMH so please don't go there.
Thanks.
Comments
Gravity generally doesn't exist in Studio. There should be morphs and/or bones in the product to help fit and pose the hair. However some older hairs in particualr may have limited or no support for posing in non vertical modes.
To check avavilable morphs, select the hair, then go to Parameters>Actor and see what is available. You can also use the Node selection tool to click around the hair to find the bones, then select the bone and look at the movement possibilities in the Parameters tab.
There are other ways to view and select bones, but they escape me at the moment.
If you can get the pose somewhat where you want it using the hair's posing/adjustment dials in the parameters tab, you might try adding a smoothing modifier (if the hair does not already have one), and setting the collision object as the bed or pillow, play around with the smoothing and collision iterations. A deformer applied to the hair can help force it where you want it to go, its very fiddly, but possible.
You could ask DAZ3d to include Gravity and other physics attributes (like multi object collisions) in the next version of DAZ Studio. Or you can make the morphs yourself in programs like Hexagon, Zbrush, Blender etc. The first option would make life very easy for you and everyone else. The second option means lots of work for you and everyone else!
There are so many packages for morph control, body shaping and bending I am really suprised that someone has not created a controls package like some that are available for hair.
Probably due the numerous ways hair is modeled. I imagine it would be difficult to do something that could sucessfully target part of the hair when hair is often done in sections and depending on the style, those sections will differ. An arm is an arm and it's going to bend at the shoulder/elbow wrist, where as hair can successfully bend in one place on this version of hair, but use the same on another style and it looks completely wrong. So you normally would have to deal with each hair style individually.
I wonder if a generic long hair rig could be applied to a shell...kinda like a fit control add on set of morphs but with a lot of bones. The hair would follow the movements of the shell... Possible?
Exactly what I was thinking when I posted this.
DEVS?
There is Total Hair Control by Kaposer over at Rendo. It's basically a deformer/magnet system that allows you to do with hair what the hair wasn't originally meant to do. It works for both DS and Poser.
Had it on my wishlist for ages, but never actually bought it. It's $9 these days, and I can't attest to it's usage in newer versions of DS. I have read in previous threads that it's really something that you want to RTFM, which I'm hoping is included in the zip, since his site seems to be MIA.
https://www.renderosity.com/mod/bcs/totalhairctrl/69913/
Barring that, you could just create your own d-former setup right inside DS.
Thanks, I will look into that.
As far as a d-former I have no idea how to do that.
Brianna.
I never learned how to set the collision on something. Can you show me how?
In the scene pane, select the item you want to deform. From the menu bar, select Create > New Deformer. This will create three new deformer-related nodes on your selected object's node.
One is the deformer field, click it to see what part of your object is being affected (shows up as yellow-orange dots, with orange in the center and affected the most, yellow affected the least). Move/scale the field so it only affects the part of your object you want to deform, with the orange centered on the part you want the most deformation on.
Expand the dformer base node so you can see the dformer handle node. Then, move/rotate/scale the deformer handle to actually bend/twist/deform your object. If needed, adjust the size/position of the field again.
That's the quick summary, but search the forums for more detail, how to create a parameter from it, or a tutorial. It will take a bit of experimenting to see how it works, but just play with a test scene on several different kinds of objects to see what happens when you do various things before you use it in your real scene.
Lmao been trying that for years, Daz likes to stay stuck in the past
Sure thing - select the hair then in the parameters tab under 'general' look for the mesh resolution section, if the hair already has a smoothing modifier then you will also see a mesh smoothing section next to it, if not go to the scene pane options dropdown menu (arrow w 4 horiz lines in the corner of scene pane) go to edit>apply smoothing modifier. You should now see mesh smoothing in the parameters.
Position the hair so that it is colliding with something, wall, floor, pillow, whatever, then in the mesh smoothing section look for collision item, click that button and select the object from the scene. adjust the hair collision by playing with the smoothing iterations, collision iterations and collision smoothing interval. You may have to have show hidden properties turned on to see the last one not sure.