Dforce Hair Not Morphing MorphLoaderPro?
DefaultName
Posts: 391
When I use MorphLoaderPro to load a morph of the hair I saved as an OBJ, it just shrinks the hair, instead of applying the morph. What am I doing wrong?
Post edited by DefaultName on
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Am I going about this the right way? Is what I want even possible?
If you're talking about hair made with the dForce hair engine, I don't know if there's a way for end users to create morphs for it. The trick about dForce hair is that it doesn't contain any actual geometry until you render it, so when you export the obj, the only thing that gets exported as geometry is the hair cap, and the actual hair is just splines.
I have made morphs for dForce hair products I purchased in the store. When I get a chance, I will document what worked for me. I'm in the middle of other work right now, though.
Not surprised that it would be you who knew how to do this.
I don't know if all these settings are critical or not, but this is what works for me:
Instead of editing an OBJ in a modeler, you can drape the hair with dForce and export that as an OBJ. Clear the simulation, and import the OBJ with Morph Loader Pro. Save the morph as a morph asset.
Remember to select a tool other than Geometry Editor or Mesh Grabber before rendering.
Thank you for the detailed response. I think I understand all of that, so I'm going to try it now and get back to you here. I have no knowledge of using Blender, so I'm going to try this all within Daz3d, and it it matters, this is the hair I'm trying it with https://www.daz3d.com/classic-long-curly-hair-with-dforce-for-genesis-8-females
I've tried these steps previously with dforce, and all it did was cause the hair to shrink on using the created morph, but I'll try again.
No same results. I get the morph from MorphLoaderPro, but it just makes the hair shrink and not move in any way
Classic Long Curly Hair is not strand-based dForce hair. So, my instructions are not directly applicable. Classic Long Curly Hair uses the dForce cloth engine, not the dForce hair engine. I own it, though, so let me take a look when I get a chance.
Oh, I see. Thanks for looking into it, if you do find out, I'd really appreciate it.
It would be really helpful to be able to simulate that hair from a flexible starting position, the problem with it is that it often clips through the floor, for example, if I'm trying to simulate it for a scene with a laying figure.
Did you do the mandatory step of changing the hair Mesh Resolution Level, in the Parameters pane, from High Resolution to Base before exporting?
Did you hide everything except the hair before exporting?
Yes and yes. The geometry "matches", but the hair itself doesn't conform to what should be the morph. The dial shows, but when I use it, it just shrinks the hair without moving it
It works perfectly for me. I need to know more about your process. Are you starting with the hair on the default Genesis 8 Female shape, not morphed or moved or scaled at all? (I mean Genesis not morphed or moved or scaled.)
that sounds like a scaling issue
are you exporting and importing at the same scale?
Excellent question!
I used the G8F dev figure, I can use a truly base G8F, I think.
To answer the other question, when I export I just export as it shows. If there are things to adjust when I export, I haven't tried any, except making the hair base resolution
I've also tried resizing it after loading through MorphLoaderPro. So I load the morph, then apply to 100%, the hair shrinks, so I scale the hair again, but find it hasn't moved
G8F Dev figure is perfect. Stick with it,
I always export and import at Daz Studio setting. 1 unit = 1 CM. I have no scaling problems.
Oh! I think mine was defaulted to "Bryce"? I set it to Daz Studio, and now the morph is working on the hair, but not staying on the figure's head. As I dial the new morph, it floats up and away
oh wait, I remember what you said about zeroing the dials before exporting, I'm going to retry with zeroing after the simulation
Success! After zeroing and using the right measurement, it works just as I wanted. THANK YOU!
So sorry for the newbie mistake, I always thought Bryce was just 'default' and never thought to check it
I don't think you want to zero BEFORE exporting, or you will lose the shape you are trying to export. After exporting, you want to zero the hair and clear any simulation before running Morph Loader Pro, so you apply your exported shape to the default hair shape.
Write it all down for reference for next time! It is amazing how fast we can forget how to do things or overlook a setting that we need to change, etc.
I see what you mean. Fortunately this gets the hair into the position I want it before simulation now. I need to experiment with this more and create some morphs for what I want