×
Zoom
 
close x
Horrific Render Contest 5 – $3,800 In Prizes – Ends October 31st»  click for contest rules and prizes  «
HOME/FORUMS/GENERAL DISCUSSION

Drothari's Silkstone Hair

eye184
Thread Activity
HerheySun, Jun 14
Thanks for all the replies, Pushee-Ri and  Luxe Muse, and for the experimentation.I did delete the bones from the rigging after using transfer utilit
Pushee-RiSun, Jun 14
I just forgot to mention that: I'm a bit lazy, so I don't use any of the presets when rigging (Transfer Utility)
Pushee-RiSun, Jun 14
OK, OK... I can't just keep making earrings all the time... ;)In short: I exported the hair, imported it into Blender, joined the hairband to the hair
Luxe MuseSun, Jun 14
Oh yeah! I though, think this bone structure was manually modified after transferring (bones deleting for whatever reason), on purpose. I'm not 100% s
Pushee-RiSun, Jun 14
@LuxeNow the question is, where does this 'unconventional' bone structure come from: is it a rigging mistake... or could the mesh (or its orientation)
Luxe MuseSun, Jun 14
Hi, hi, hi. I see what you mean. This one needs the reverse of my suspicion. :(The pelvis however shouldn't influence at all, let alone with the too f
HerheyWed, Jun 03
Karma: 13,244
Recently yungturk39sq left a review of the Drothari's Silkstone Hair.
In the review they state "is problematic when applying a pose to a figure. it seems to only work if the figure's pose is zeroed or if you pose all joints yourself manually."

yungturk39sq is 100% correct.

I noticed the same thing about a week ago, and just thought it was a weird anomaly.
I was going to check it again later but forgot all about it. 

I never made hair for daz studio before, and created corrective morphs based on head movements, and thought that would be good enough, it obviously isn't.
I don't know why it behaves this way when applying a pose to the character, chalk that up to my inexperience at making hair for daz studio characters.

If anyone knows why it behaves this way please let me know.
I don't think I would re-make the hair unless it was something simple to alter to fix this behavior.

If it did need to be re-made to fix it, the geometry and materials are there if someone else wanted to try and make a proper hair out of it.
Pushee-RiFri, Jun 12
Karma: 52,871
I'm currently facing a different problem, but one that's essentially similar: a 3D object behaves strangely after being imported into DAZ. You might want to try the following (though I can't guarantee it will work):

Once you've positioned the hair exactly where you want it in your 3D program for GF8, first apply all rotations, scales, and movements to the object. In Blender (in Object Mode), this would be 'Apply All Transformations'. This next step probably won't have any effect on the behavior... but better safe than sorry: check the object's normals and, if they aren't already, set them to face outward.

Now import and rig the object as usual, and check to see if anything has changed.

Good luck smile
Herhey
Karma: 13,244
Sat, Jun 13
Thanks for the reply, suggestions and insight.
I will give it a try soon.

My gut is telling me it might be something to do with Rigging and weights
Luxe MuseSat, Jun 13
Karma: 9,329
Maybe it's not the same issue, but I recently faced a similar problem with someone else's hair. There were a few extra bones influencing the hair that shouldn't have been. In my case, for example, it was the eyes. You had the character look to the left, and all of a sudden a bump appeared on the head. It was very funny! All I did was delete the bones, then save that hair as a wearable, which preserved my modifications. You could offer the wearable as a fix for free, if the fix is as simple as that?
Pushee-Ri
Karma: 52,871
Sun, Jun 14
@Luxe
The bones in this object are a bit... um, how should I put it... um... uh... 'unconventional'
emote

See below smile
Pushee-RiSun, Jun 14
Karma: 52,871
Luxe is probably onto something. Up until now, I always thought nothing could go wrong when rigging (Transfer Utility) ... but you never stop learning, right?  smile

The images show a comparison of the bones used in standard hair rigging (WindField, Carla) ... and the 'unconventional' hair rigging we're discussing. Hopefully, the names of the bones are visible in the second image.

Forum Image


Forum Image


Luxe Muse
Karma: 9,329
Sun, Jun 14
Hi, hi, hi. I see what you mean. This one needs the reverse of my suspicion. frown

The pelvis however shouldn't influence at all, let alone with the too few bones around the geometry.
Pushee-Ri
Karma: 52,871
Sun, Jun 14
@Luxe

Now the question is, where does this 'unconventional' bone structure come from: is it a rigging mistake... or could the mesh (or its orientation) be having an effect after all? Questions upon questions upon questions... but that’s what makes DAZ so 'interesting', isn’t it? emote
Luxe Muse
Karma: 9,329
Sun, Jun 14
Oh yeah! I though, think this bone structure was manually modified after transferring (bones deleting for whatever reason), on purpose. I'm not 100% sure what happens to the weights when one does that in DAZ. I think they shift to the first bone influencing the vertex. But I'm not sure, really.
Pushee-RiSun, Jun 14
Karma: 52,871
OK, OK... I can't just keep making earrings all the time... wink

In short: I exported the hair, imported it into Blender, joined the hairband to the hair, applied all the transformations (rotation, location, etc.), exported it as a new object, and rigged it in DAZ as usual after importing it.

The bones look a little better now (in my opinion), and the hair's 'mind of its own' has been significantly reduced. The hair distortions that occur when the model poses are due to the lack of weight mapping... but I just didn't feel like dealing with that for this little experiment emote

And now it's back to work on my 3D earrings... smile

Forum Image
Pushee-Ri
Karma: 52,871
Sun, Jun 14
I just forgot to mention that: I'm a bit lazy, so I don't use any of the presets when rigging (Transfer Utility)
HerheySun, Jun 14
Karma: 13,244
Thanks for all the replies, Pushee-Ri and  Luxe Muse, and for the experimentation.

I did delete the bones from the rigging after using transfer utility.
I can't remember where I read it, but years ago someone somewhere, suggested deleting bones that wouldn't be used in items you create.

I assumed you could get rid of upper body bones, as well, that should not have any influence on the hair.
I have done that before without any problems.

When I have enough time I will re-rig it and see what I can come up with. 
Thanks again. smile

Close WindowRenderHub Login

Show Password

Reset password
Create Account