I found out a trick

MasterstrokeMasterstroke Posts: 2,337
edited October 2025 in The Commons

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?

Post edited by Masterstroke on

Comments

  • MasterstrokeMasterstroke Posts: 2,337
    edited October 2025

    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

    before.jpg
    1579 x 964 - 270K
    after.jpg
    1789 x 1008 - 501K
    after weighted.jpg
    1617 x 1024 - 397K
    before weighted.jpg
    1741 x 1063 - 371K
    Post edited by Masterstroke on
  • MasterstrokeMasterstroke Posts: 2,337

    In theory it should work nicely.
    No idea, why it clashes so hard with reality:

    first test.jpg
    1761 x 1057 - 524K
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,399

    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

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