Need help with importing Linday's Classic Long Hair with dForce to Blender
I want to be able to import this hair: https://www.daz3d.com/classic-long-hair-with-dforce-for-genesis-8-females and simulate it in Blender, but it causes lags to Blender and I cannot turn this hair to particle for simulation.
Please, if anyone can help me... I am willing to pay you as well if you can solve this problem for me.

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With diffeomorphic you can convert geometry hair to hair curves, including simulation. There's also a "sparsity" option to reduce the hair strands.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Hair Tools
Hi Padone. I am already using Diffeomorphic, but when I try to use the "make hair" function, the Linday's classic hair just disappears from my viewport and also from Objects pane :(. I have been dealing with this issue for months and haven't found a solution till now.
If the hair disappears it can be because you selected the wrong type so none of that type is found. From the product page it seems these hairs are tubes instead of strands, so be sure to use the "tube" option.
In general daz hairs can be very cumbersome and don't fit to animation, be sure to use the sparsity option to reduce the strands, then in blender you can always use children to fill the gaps, which follow parents and don't crowd the viewport. Also be sure to update to the latest development version so you get the most recent bug fixes, as there's some for hair curves too, don't use the stable version as it doesn't get fixed anymore once released. When converting keep an eye at the windows task manager to check how the system memory goes, after conversion check the blender system console for any error.
Let me know how it goes.
https://bitbucket.org/Diffeomorphic/import_daz/downloads/
Thank you, Padone. Let me try this and I will get back to you shortly.
Hi Padone, I've tried that but it didn't work :( This is sooo demotivating, I am considering quitting Blender at this point. I've spent so much on Linday products, I just want to make them work inside Blender... I don't want to have to make my own hair system...
You're using 4.3.0, again please update before reporting bugs, the current version is 4.4.0.2607 at the link I provided before.
My bad. Is the version 4.4 for Blender or Diffeomorphic? Should I be updating both softwares?
The 4.4 importer works with blender 3.x 4.x.
Hi Padone. I just updated the script to 4.4 and it's working a lot better now but the result looks funny... Are there settings that I can follow to maintain the original look of the hair even after the conversion?
That looks suboptimal. You can reach the hair modifiers in the modifiers tab and play with the parameters or add new modifiers depending on the effects you want. The hair tools are mainly tested with strand hairs and transmapped hairs, so it is possible that tubes have bugs. My advise is to use strand hairs with a haircap to export to blender, the Linday's hairs look quite original, you probably should abandon them in favor of more standard options.
However, I'm going to test them myself and let you know how it oges, eventually reporting bugs to Thomas.
Ok, I had a look. The Linday's hair are basically geometry tubes with dforce applied, they don't really fit to be converted to strands. My approach was to don't convert at all but keep them as they are and just apply a cloth modifier for simulation. Or you can simulate in daz studio then export the shape as dbz.
For the cloth modifier I used the cotton preset, and the dforce pin group with some stiffness. It went quite well here, screenshot attached.
I am going to try this and get back to you.
Just one question before I go: should I simulate the hair in Daz3D first before exporting to Blender and applying the cloth modifier?
Okay, so I tried this method and my whole PC slowed down :( Not sure what am I doing wrong now.
The Linday's hair has some shape presets for simulation, if you want to simulate in blender then export those shape presets. The viewport slows down because the cloth modifier is active, you usually disable the cloth modifier and all other phisics simulation during animation, then run the simulation as a last step after the animation is in place.
To disable a modifier go to the modifiers tab then use the realtime and render icons, depending on what you want to disable. I'd advise you to take some tutorials online about using phisics in blender and the cloth modifier, if you're interested. Otherwise just simulate in daz studio then export the baked shape if you're more comfortable with that.