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Daz 3D Forums > 3rd Party Software > Blender Discussion

Hair curves + Alembic animation?

josiahmora20josiahmora20 Posts: 83
November 2024 edited November 2024 in Blender Discussion

I have a daz character exported via Sagan and imported as alembic in blender. I have also imported the same model using diffeomorphic (I imported both because the alembic import doesn't separate the hair by mats correctly, so I can't get the cap by itself).

 

I made the Diffeo hair cards into hair curves using "make hair," and now what I want to do is attach that hair to my alembic model that has animation. The problem is that no form of parenting or constraints I've tried seem to work. The closest I got was cnt+P then "attach to surface" but some of the hair doesn't move with the animation. What's the correct way to do this?

Post edited by Richard Haseltine on November 2024

Comments

  • lilweeplilweep Posts: 2,740
    November 2024

    This question should have been posted in the Blender subforum probably.

    I havent used diffeomorphic "make hair", but when you say you have Hair Curves i assume you actually mean Hair Curves and not standard Curve nor Particle Systems type objects.  

    I dont know the answer to your question as not too familiar with hair curves, but I wonder if you should "make hair" directly on the Alembic cap instead of on the diffeomorphic imported cap.

    For the new geometry node Hair Curves, I assume there is a stack of geometry node modifiers that will get it to attach to a haircap. Also make sure the Surface is set to the haircap in the Hair properties window.

    You could try parenting the Hair Curves using the 3 vertex parenting to the hair cap but that's probably not ideal.  

     

     

  • Richard HaseltineRichard Haseltine Posts: 107,860
    November 2024

    Moved to Blender Discussion.

  • josiahmora20josiahmora20 Posts: 83
    November 2024

    lilweep said:

    This question should have been posted in the Blender subforum probably.

    I havent used diffeomorphic "make hair", but when you say you have Hair Curves i assume you actually mean Hair Curves and not standard Curve nor Particle Systems type objects.  

    I dont know the answer to your question as not too familiar with hair curves, but I wonder if you should "make hair" directly on the Alembic cap instead of on the diffeomorphic imported cap.

    For the new geometry node Hair Curves, I assume there is a stack of geometry node modifiers that will get it to attach to a haircap. Also make sure the Surface is set to the haircap in the Hair properties window.

    You could try parenting the Hair Curves using the 3 vertex parenting to the hair cap but that's probably not ideal.  

     

     

    Thanks, Yeah I tried to make hair with hair on the alembic import, the problem is that the hair cant be seperated for some reason. When you go to edit mode, cnt+P and seperate by material it just creates 4 copies of the hair! 

  • josiahmora20josiahmora20 Posts: 83
    November 2024 edited November 2024

    josiahmora20 said:

    lilweep said:

    This question should have been posted in the Blender subforum probably.

    I havent used diffeomorphic "make hair", but when you say you have Hair Curves i assume you actually mean Hair Curves and not standard Curve nor Particle Systems type objects.  

    I dont know the answer to your question as not too familiar with hair curves, but I wonder if you should "make hair" directly on the Alembic cap instead of on the diffeomorphic imported cap.

    For the new geometry node Hair Curves, I assume there is a stack of geometry node modifiers that will get it to attach to a haircap. Also make sure the Surface is set to the haircap in the Hair properties window.

    You could try parenting the Hair Curves using the 3 vertex parenting to the hair cap but that's probably not ideal.  

     

     

    Thanks, Yeah I tried to make hair with hair on the alembic import, the problem is that the hair cant be seperated for some reason. When you go to edit mode, cnt+P and seperate by material it just creates 4 copies of the hair! But even then, if i just use the body mesh instead of the cap it doesn't stay connected to the mesh. Selecting "3 Vertices" puts the hair in a weird location without changing any of it's transform data.

    I think you're right, with quick fur it creates a geo-node stack and you can choose the surface, but I was using my own very simple stack and so maybe I need to figure out how to do that with geo nodes.

    Post edited by Richard Haseltine on November 2024
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