Hair that moves G9

Too many hair assets are extremely stiff. The figure bends over and the hair remains parallel to the spine no matter how much gravity or wind or reduced friction you throw at it in a simulation. Even hair that purports to be "dForce" can just cling to the head. Maybe the hair has a blow back style you try, and it remain blown in that specific direction.

What are some good hair assets for G9 that will actually obey gravity if the figure leans or bends over or hangs upside down? There are forum threads for ancient hair and a few G8 assets. But I'm looking for G9 assets.

Thanks.

Comments

  • chevybabe25chevybabe25 Posts: 1,334
    edited March 16

    All of my g9 hairs except for cupcake hair simulate.   They have movement morphs that can also move them away from the body or at the very least assist you with what you are trying to acheive.  

    *edited to add* 

    Some dforce hair is really not what you think it is because naming conventions confuse things dearly.  Ive asked for years to have something change or at the very least some kind of sorting on this. dforce hair is the technology vendors are using to make the strand hair.  It does not mean the hair moves, as some vendors can opt to even shut the simulation completely off.  

    I know that some of toyens settings can "stick to the back of the head".  But that is because the simulation settings are designed for majority of people that are simulating in the traditional upright manner.  So, depending on the vendor, it may very well be a tweak of simulation settings. 

    Post edited by chevybabe25 on
  • jmucchiellojmucchiello Posts: 880

    chevybabe25 said:

    All of my g9 hairs except for cupcake hair simulate.   They have movement morphs that can also move them away from the body or at the very least assist you with what you are trying to acheive.  

    I'm not trying to call you out. I just want it to work. But I loaded https://www.daz3d.com/dforce-holo-hair-for-genesis-9 And clicked Simulate (Simulate Checked with everything else unchecked). The hair didn't move at all. Did I miss something?

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  • chevybabe25chevybabe25 Posts: 1,334

    LOL How are you simulating? Are you running an animation? What are your simulation settings?

  • FJM1977FJM1977 Posts: 193

    All of my g9 hairs except for cupcake hair simulate.   They have movement morphs that can also move them away from the body or at the very least assist you with what you are trying to acheive.  

    *edited to add* 

    Some dforce hair is really not what you think it is because naming conventions confuse things dearly.  Ive asked for years to have something change or at the very least some kind of sorting on this. dforce hair is the technology vendors are using to make the strand hair.  It does not mean the hair moves, as some vendors can opt to even shut the simulation completely off.  

    I know that some of toyens settings can "stick to the back of the head".  But that is because the simulation settings are designed for majority of people that are simulating in the traditional upright manner.  So, depending on the vendor, it may very well be a tweak of simulation settings. 

    One thing I noticed is that Linday has certain hairs as "with dforce" instead of "Dforce such and such hair" perhaps that would be a solution? "With dforce" being the simulatable/movable stuff?
  • chevybabe25chevybabe25 Posts: 1,334

    Nope. Two different things there. Most of Lindays hair is cloth with dforce added.  They did a few that also have the dforce strand hair tech.. Just to add more confusion lol.

  • FJM1977FJM1977 Posts: 193
    Ah darn.
  • jmucchiellojmucchiello Posts: 880
    edited March 16

    Just single frame. All default settings (except start from memorized is OFF)

    I tried adding a wind node. That moved the hair. But I don't like that the hair will whip around with a wind node.

    I switched to https://www.daz3d.com/dforce-black-tie-hair-for-genesis-9 in case the issue was Holo.

    Without the wind node, it didn't move at all.

    With the wind node, I have whipping hair (the upper blue circle) but more importantly, the hairs in back seem to be clinging to her head.

    EDIT: 2mph solved my whipping around issue. (and I used the built in morph to move the bangs off the forehead.)

     

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    Post edited by jmucchiello on
  • Richard HaseltineRichard Haseltine Posts: 109,306

    I just tried loading Holo Hair onto a base Genesis 9, rotated the figure back, and did a default single-frame simulation - the hair didn't move. Using the Sim Settiings Loosen Most preset it moved a bit, but not to really hang down. Even upping both initialisation and settling times to 5 doesn't give any real movement with the default settings, just a bit on the ends, with the increased times it swings back noticeable (but not to hang straight down) by two-0and-a-half seconds iinitialisation and then stops. Change in dForce since release?

  • chevybabe25chevybabe25 Posts: 1,334
    edited March 16

    Ok that is much more helpful. You shouldnt need a wind node.   You probably just need to play with the hair simulation settings a bit.  By default I keep these hairs stiff.  That is so in a basic standing pose the hair retains its shape and only slides around a small amount.  

    To loosen the hair, select the hair in the scene ( not the cap).  Click on surfaces, select all the surfaces, and change the "Local Shape Constraint Stiffness" to something really low, like .2.  Then run the simulaion and you can adjust it from there. Higher setting, like .9 which is what I often set hairs to, is relatively stiff.  

    if the hair still doesnt move enough for you, you can adjust the ps points on the surfaces you want more movement in.  If they are set to something like 18, set it to 20 and try a quick sim again. 

    Post edited by chevybabe25 on
  • chevybabe25chevybabe25 Posts: 1,334

    I just tried loading Holo Hair onto a base Genesis 9, rotated the figure back, and did a default single-frame simulation - the hair didn't move. Using the Sim Settiings Loosen Most preset it moved a bit, but not to really hang down. Even upping both initialisation and settling times to 5 doesn't give any real movement with the default settings, just a bit on the ends, with the increased times it swings back noticeable (but not to hang straight down) by two-0and-a-half seconds iinitialisation and then stops. Change in dForce since release?

    It very well could be.. studio has changed some since then.. 

  • Richard HaseltineRichard Haseltine Posts: 109,306

    A 121 frame animated simulation was weird, the hair actually pointed  out at an angle as the figure rotated down, so it was in roughly the right position before the figure was (using the Loosest preset).

  • jmucchiellojmucchiello Posts: 880

    I tried it with loosening the stiffness (I may have gone a bit extreme here). That worked. But I need to increase the time, I guess. One thing: The cap is actually showing in the IRAY preview. I guess I'll hide it.

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  • chevybabe25chevybabe25 Posts: 1,334

    Changing this setting should also help you with most of my hairs.  Other vendors do things differently, so it may or may not work for theirs.

    You can also try dialing in some morphs if you need to first to help get things along their way,  In thiscase, you can try using the morphs:  head neck bend, left back and right back.  Then simulate.  You may get a nicer more predictable result too.

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