How do you make hair hang back?

ScavengerScavenger Posts: 2,674

I'm at baseball bat level of frustration right now.

I'm trying to have hair hang backwards.

I can not get it to do so.

I can bend it, but it stays glued to the body, even though it's not parented or fitted to it

It's axis point is g-d knows where, but it's not at the hair center so you can position it.

I decided to try using a g2f hair (sporty pigtails) figuring "it's modern technology, so it'll work how I expect". but nope.

Why are there hips and pelvis in hair? That's insane.

Comments

  • XaatXuunXaatXuun Posts: 874

    which hair is this ?

     Some hairs don't have the morphs to do that,  strange thing there is a hair I have if I use it on V4,  I have a whole bunch of morphs for it,  I use it on Genesis (not auto fit of any thing like that) and I don't have those morphs, just weird

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,457

    Dformers is one way in DAZ studio otherwise send to Hexagon and use softselect to create a morph

    do not ask me how though as I use Carrara myself Hexagon freezes for me mostly but on rare occasions I have gotten lucky

  • ScavengerScavenger Posts: 2,674
    edited July 2015

    In this case, it's oot's Sporty Pigtails... But I can't even bend it or pose it with what It has because it glues itself to the chest

    I tried putting a second hair in the scene, just making the tales visble and putting them in position.. but they wouldn't go into position. because instead of the anchor point being in the hair, it's at the center point of the picture which doesn't make any sense why ANYONE, much less a vendor of such experience would do that.

    Hair attaches to the body at one point, the top of the head...it shouldn't have anything else to do with the body it's on....but evey hair I try to use glues to the shoulders or back or chest for some unkown stupid reason.

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    Post edited by Scavenger on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,457

    has it got smoothing on and genesis as the collision item?

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,457

    also in misc under parameters is it fit to the figure?

    parenting to the head is what you want

  • ScavengerScavenger Posts: 2,674

    It's parented to nothing.

    It's fit to nothing.

    Look at this...I thought "Hey! Maybe if  I parent it to a null, I an position it how I want..."  NOPE!  Because Unparented, unfit. it floats 6 feet in the air.

    What are the joints attaching to? It's not parented. It should be unattached to anything!!!

     

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  • WendyLuvsCatzWendyLuvsCatz Posts: 40,457

    well the only thing I can think of if using DAZ studio which I do not much,

    is export an obj of the hair

    reimport at least 3  lots and chop it up with the geometry editor by making selections invisible then deleting  and save in bits as props you place as you wish

  • SixDsSixDs Posts: 2,384

    Hey, Scavenger. The description of the Hair indicates the following morphs are included:

    Tail-L-BehindShoulder
    Tail-R-BehindShoulder

    Windy-TailL1
    Windy-TailL2
    Windy-TailL3
    Windy-TailR1
    Windy-TailR2
    Windy-TailR3

    Do you see those listed under Morphs in the Parameters tab when the hair is selected? I don't have the hair, so I can't test it, but it would seem that some combination of those should give you what you are looking for.
     

  • ScavengerScavenger Posts: 2,674

    I eventually found something else that would work, so I went with that, because frankly, I was about ready to put my fist through something. (Ironically, it was something I had discounted before I tried the sporty or the next one Jena hair.

    I'll revist this issue at another point and instead comment that perhaps Daz should stop churning out slight variatons of the same model over and over and work on their current models to actually simulate life better. For something as simple as "hair hangs backwards when the figure is leaning back" should be at the top of the "to do list", not the end.

  • TaozTaoz Posts: 10,288

    Here are the morphs:

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  • jestmartjestmart Posts: 4,449

    Conforming items always have the same bone structure as the figure it is meant to be conformed to, at least all the bones that are necessary for it to follow the figure.  Hair is either a figure with a bone heirarchy or a prop, most but not all figure hair is conforming.  Conforming hairs needs to Fit-To the wearer figure for it to follow the figure while prop hair needs to parented to the head of the wearer figure.  There are a few hair makes that create figure hair that is meant to be parented to the head like prop hair and its bone heirarchy is for posing the hair independent of the figure's pose.

  • XaatXuunXaatXuun Posts: 874

    looks like what you were going through  was the same problem I had with Amber hair, the morphs are there and work as designed when used on V4, but when I use the hair on Genesis (not autofit) the morphs do not work , nothing happens. just weird in my view, since I did nothing to cause it to be different

    Scavenger said:

    It's parented to nothing.

    It's fit to nothing.

    Look at this...I thought "Hey! Maybe if  I parent it to a null, I an position it how I want..."  NOPE!  Because Unparented, unfit. it floats 6 feet in the air.

    What are the joints attaching to? It's not parented. It should be unattached to anything!!!

     

  • jestmartjestmart Posts: 4,449

    Not all morph dials are actually morphs, some are controllers for posing speciality bones in the figure.  Auto-Fit(ting) will strip out the old rigging and replace it with rigging that watches that in the fit-to figure so control dial morphs won't work as the bones they controlled are no longer in the auto-fitted item.

  • MistaraMistara Posts: 38,675

    hair hang back woes.  it's a fight destined to end in defeat.

    even the pros can't win.  

    the poor girl on the left.  feel hot and itchie lookin at it

  • FirstBastionFirstBastion Posts: 8,050

    You guys have to understand in the real world there is real physics,  but this is the 3D simulation software world,  everything has to be made to work by the PA that creates it.  If the morphs or the bones are there,  the hair will emulate the movement of the hair of what you expect it would with gravity or wind.  If not, you can realize that there's a shet load of work to making hair products and paying a decent price for the work involved will improve the chances that those additional morphs will be included. 

    Don't have Genesis selected when you load a V4 hair product.  You want to just parent the hair to the head after the fact,  that will maintain the morphs. 

  • Testing6790Testing6790 Posts: 1,091

    This is actually a huge problem I have, too. I've resorted to only using a couple hairs now, because of it. The Elite Ponytail is one of the best, because it's rigged so that you can use Active Pose / IK to move around the tail. Aside from that I use the Optitex dynamic hair, but forget it if you're looking for realism.

  • This is actually a huge problem I have, too. I've resorted to only using a couple hairs now, because of it. The Elite Ponytail is one of the best, because it's rigged so that you can use Active Pose / IK to move around the tail. Aside from that I use the Optitex dynamic hair, but forget it if you're looking for realism.

    I have the elite 5 ponytail hair fit to a genesis 8 female and I can't move the tail at all. There are about 10 or so sliders that just do nothing. Anyone know what I'm doing wrong?

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