I found out a trick
Masterstroke
Posts: 2,337
The original headline should have been
"I found out a trick and I am hyped" , but I am not hyped anymore, but there is still potential enough to share.
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?
In 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?

Comments
Surprise!
It 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 obj-file as a morph target for your hair.
It should look like this:
Step 7)
Paint weight maps on the UV morphed mesh
In theory it should work nicely.
No idea, why it clashes so hard with reality:
well I have pondered this, since you can save weightmaps the information exists in some form, whether this is UV based I am unsure
definitely vertex defined which means someone could in theory create a plugin that picks vertices based on a greyscale map