I found out a trick and I am hyped

So this is a mini tutorial for a problem.
It should work.
I actually might be terribly late to the party, because any other DAZ user might know this already.
The problem:
You might have a hair in DAZ studio, that looks perfect, but doesn't have dforce dynamics.
Since you are already semi-experts with DAZ studio, you know how to aply weight maps for dforce.
Still a problem:
How to get the hair pieces weight painted individually without overlapping each other?
I Reallusion's character Creator it seems easy. You just paint the dynamic influence on the UV maps, but this is not possible in DAZ Studio.
Or is it?
It should work.
I actually might be terribly late to the party, because any other DAZ user might know this already.
The problem:
You might have a hair in DAZ studio, that looks perfect, but doesn't have dforce dynamics.
Since you are already semi-experts with DAZ studio, you know how to aply weight maps for dforce.
Still a problem:
How to get the hair pieces weight painted individually without overlapping each other?
I Reallusion's character Creator it seems easy. You just paint the dynamic influence on the UV maps, but this is not possible in DAZ Studio.
Or is it?
! REPORT
Surprise!
I t is, ... well kind of.
Step 1)
Send your Hair to Zbrush
Step 2)
In zbrush, click under UV Map, "morph UV"
Step 3)
Use GoZ
Step 4)
You will get a dialog in DAZ to create a new object.
It is the UV morphed version of your hair.
IMPORTANT:
Make sure to uncheck the subdivision box
Step 5)
export this UV morphed hair as an obj-file.
Step 6)
Load this ogbj-file as a morph target for your hair.
It should look like this:
Step 7)
You can now hide unwanted materials in your surface tab.
Step 8)
You now have a clean canvas to paint your weight maps for dforce influence on.
I t is, ... well kind of.
Step 1)
Send your Hair to Zbrush
Step 2)
In zbrush, click under UV Map, "morph UV"
Step 3)
Use GoZ
Step 4)
You will get a dialog in DAZ to create a new object.
It is the UV morphed version of your hair.
IMPORTANT:
Make sure to uncheck the subdivision box
Step 5)
export this UV morphed hair as an obj-file.
Step 6)
Load this ogbj-file as a morph target for your hair.
It should look like this:

Step 7)
You can now hide unwanted materials in your surface tab.
Step 8)
You now have a clean canvas to paint your weight maps for dforce influence on.
REPLY
! REPORT
I don't have Reality installed. In what way is it clashing Is it that bald are at the top?
Is it possible the hair had some hidden morph active before you exported it?
Is it possible the hair had some hidden morph active before you exported it?
REPLY
! REPORT
Masterstroke

sorry, there is an misunderstanding
Theory: It should work
reality: it didn't
I used the hair without any morphs active.
It might just be, that I need to be more pricise on weight painting. It is more difficult than I expected to fine-tune everything for dforce.
Karma: 3,862
17 Hours ago
sorry, there is an misunderstanding
Theory: It should work
reality: it didn't
I used the hair without any morphs active.
It might just be, that I need to be more pricise on weight painting. It is more difficult than I expected to fine-tune everything for dforce.
Ah ok yes i completely misunderstood.
Could you try your method with a simple prop, like a subdivided square, and see if it works on simpler geometry? If it does then it's basically a good solution.
Could you try your method with a simple prop, like a subdivided square, and see if it works on simpler geometry? If it does then it's basically a good solution.
REPLY
! REPORT
Masterstroke
Karma: 3,862
16 Hours agoThe UV unfolding works nicely.
It is the weight mapping, I'm struggeling with.
It is the weight mapping, I'm struggeling with.