I'm having male hair troubles
So there's this region on the back of my head that seems to be getting bigger and
So I discovered that using previous-gen hair items for my G8M characters looks better for the project I'm working on, in addition to having the benefit of faster renders + not eating as much of my current GPU's limited VRAM during scene view. I've had pretty good luck using just the Auto-Fit with short hair, for the most part, with the one problem being that hair very close to the neck tends to 'stick'. If I rotate the head (something that probably won't be happening much in the project, to be honest), that region of polygons just stays in place. I think the correct terminology for this sort of thing is that that area isn't 'weight-mapped'? I purchased some of the RSSY hair converter products for GX->G8M, thinking this would be a good way to address the problem without having to learn even more about vertices and weights and rigging, and it does, but...
Upon conversion, the hair expands dramatically, and it *really* makes the forehead show. As a guy who got called an 'egg-head' a lot as a young boy, I'm particularly sensitive to this kind of aesthetic compromise. I find that the basic Auto-Fit functionality in Daz Studio looks better for G1 and G2->G8, for the males anyway. But I do like having neck and shoulder-lengthed hair that doesn't stick.
Question 1: Are there any tricks or methods of re-shaping the hair to look closer to its original fit?
I tried a few of the different conformers in the converter, but that didn't solve the problem. I know SY also has a hat-and-hair helper kit, but I'm kind of reluctant to keep paying more to make products I already purchased work. There may be other, non-related benefits for this one down the line, so it's not out of the question...budget's just really thin, and this recent line of sales is so tempting.
Question 2: What would I need to do to fix the neck-length hair issue, if I decided to just go with the auto-fits?
Full disclosure: I've never painted a weight-map in my life. I get the feeling Daz is generating one based on regions (or surface groups?), which might explain why moving the upper and lower neck has an effect on the lower hair, while the head simply doesn't. If the solution is easy enough, i.e. can be done in Daz Studio or within Blender in a reasonable amount of time, I might opt to go this way instead of using the converters.
I'm including a few gifs to show what I'm talking about. This particular product is Drifter Hair for G2M, but the same thing happens with others.

Comments
Don't convert it. Load the original version into the scene without fitting to G8M, use the translation tool or the translate dials (under general in parameters tab), to position it correctly, then parent it to the characters head. Do whatever you need to (usually hair shader products) make it look good in Iray, select character, save as a wearable preset. In future, use node selection tool whenever you need to get at the hair and don't want to dig down manually through G8M's skeleton.
That's a pretty good solution for my short hair. Longer hair needs that little bit less rigidity than the 1:1 rotation the entire object has with the head. Probably a long shot, but is there any way to get it so that only the 'head' bone in the hair object rotates with the G8M head, or is that basically just fitting at that point?
* also, I just realized that my animated gifs don't appear to be animated. That kinda defeats the purpose of making them. :\
Dial down the Converter Morph to around 75% with the RSSY Hair Converters
There are usually morphs to help with that. *checks Drifter Hair in store* product page mentions HairBkBack, and HairBurnsForeward-those sound like they might help. (If HairbkBack won't let you dial it to a negative value, you can try turning off limits.)
50% got me a much closer match to the original with autofit, but then I had to go and fix up the other morphs to get rid of the head-clipping. Almost the same amount of effort as going the parented wearable route, and I noticed that there was still that rigidity even when using the converter (Don't know why I thought it wasn't there this morning). I did see some pretty cool effects when loading two slightly-differently-shaped hair props over each other for comparison.
I think if I do any animations that involve the head moving, I'll just include an aniblock that changes those morphs.