Daz genesis 2 female with spline based Dynamic Hair :-o
wolf359
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wolf359
Posts: 3,931
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It's good that you've found a method. Not having Cinema4d or knowing much about mdd I can only guess at the problems (I would suppose that mdd data doesn't allow the mesh to have distinct parts (the head, for example).
Anyway, it would be nice to see any further examples.
Similar to Marcus Severus, I don't know the specifics of C4d. However, Philemot created a plugn to convert dynamic strand hair to obj so it could be ported between programs. Maybe some lessons could be applied in a different setting? Maybe not.
https://www.daz3d.com/forums/discussion/197821/philemo-plugin-dynamic-hair-to-mesh#latest
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Hi no that is not the issue the C4D hair system is based
on polygon selections so I can grow hair on any part of the mesh.
The problem seems to have been that the hair has a hard time
updating on a point level animated mesh driven by MDD data.
I solved the issue by using an invisible proxy static head and shoulders
parented to a matching invisible BVH skeleton to use as the hair source and collider.
more tests to come.
I thought you were bringing your characters in bald and styling and simulating in C4D?
You are correct sir.
OH. now I understand your problem. That's probably how I would have handled it too. So you have a cached animation and a realtime bvh matching. You can delete the realtime figure (except the hair) after the sim.
Hi here is my most recent test

After some research and downloading an amazing series
of detailed tutorial videos on this feature, I have discovered that
indeed the Maxon hair system will work DIRECTLY on
MDD/PLA animated meshes from Daz studio if set up correctly
so my cumbersome work around is not needed after all.
My three month research hiatus from my
Current movie project, is now ending so I will be returning to it with
new levels of realism for the rest of the production.
That's looking good, Wolf. Sometimes we have to spend time doing the wrong thing to learn about the right things. Good luck on your project.
Yes you can grow hair from basically anywhere , even from nostrils
C4D's hair module is very versatile - but it basically hasn't changed in over 10 years. It's still single threaded and slow. It was amazing back in the day, but getting quite outdated . It needs some serious performance optimizations at least, that reflects modern computer hardware. You definitely need to use low poly proxy colliders .Plugins for other apps are more modern, some can even use GPU physics, much faster
The main problem I find in hair animations is intersections. Because the hair is interpolated hair between spline guides, there is always risk of hair-to-hair intersections (and hair-to-object, but those are easier to manage). There is a lot of control using spline dynamics , modifiers, forces, vertex maps, colliders, xpresso, etc... but it's still quite finicky IMO . You can even manually edit/update splines in the cache file (e.g. manually correct a stray spline guide).
Here is a G3F WIP example.
https://www.youtube.com/watch?v=8eHVWuAHxTs
Hi excellent job on the hair sim.
I found the biggest mistake I was making was selecting the entire scalp
area and growing a guide for ever vertice!!.
The fellows video channel helped me understand the proper way
with very few guides needed.
Yes indeed the hair module is a bit Dated
and single threaded ,but it is still a much better solution for animated hair dynamics
than any of the scene choking "fibermesh" options in Daz studio
because Maxon's hair is essentially a post effect generated by the C4D render engine
I watched those tutorials before
The layering style is applicable for many modern hairstyles and can look good on still images. But the way he has done it will give you problems if you try to animate it because hair spline guides on one hair object do not dynamically interact with other hair spline guides on other separate hair objects = intersections . You can try to animate in stages and use invisible colliders or expresso rig setups but most of the time it's going to be very difficult
That same guy made a tutorial on intersections which deals with some of the animation issues, but it's still problematic