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Nice dress.
That's the cheongsam from XiaoMei's finery, default textures and all. I converted it for older G3F characters, and it turned out to be handy. It also covers everything important... If I'd thought about it, I would have put Rayn's leggings under it.
Greetings,
Heh... It's a very nice dress, indeed...that Fisty made.
I'm more curious about the hair; is there anything to be done about the 'notch' in the hair? Is there something you can dial out that makes it better, or is it also something that needs to be edited...?
-- Morgan
I like that dress for a lot of things. I forget who owns it now, but it's a design I want to use for a video game later.
The notch in the hair happens for adult hair that's fit to short people or adults with large busts if the hair hangs over them. Enough smoothing will remove it, but it's not the most ideal solution. I really wish people would make "short people" morphs for hairstyles that reach the shoulders.
Skyler and friend; it looks like she's surprised over something... Who knows what?
As for the hair problem, If you parent the hair rather than fit it (conform it) , it should be OK.
I hear that a lot, but it rather defeats the purpose. If you make conforming items, they should adapt to the morphs that come on the figure that they're made for. Not that I really expected it for an extreme shape (like Skyler/Rayn), but the height morph dialed to full in either direction shouldn't do that.
In some cases, it does. I really wish I knew what it was that did it-- the Dragonfly hair went on Skyler without a hitch, but not the pigtail hair.
Yeah thats royal pain in the butt.
Increasing Mesh smoothing itterations to about 5-10 can sometimes help. If a mesh smoothing modifier has not been added to the hair, you can add one yourself.
Its often a big problem on tail hair. I personally prefer it when tail hair has its own rig / bones for the tails, (which is rare thing these days) its never a great result when the tails are using autofollow from the figures neck, things often get fugly when you twist the head or neck. And of course the tails crumple on certain shapes and dials too.
Then there's Thian hair, which is completely rigged. If your figure is set up to be particularly busty, the front tails get all squirrelly. I've been tempted to rig the few tailed hairs I've seen for G3F, if only so they act right when the character looks over her shoulder.
I just noticed this, with anything parented to Skyler or Rayn's head. Even a primitive cube. At first I thought it was the 'Leg length' dial doing this (Hence the image names), however, just the Leg Length' on plane G3F dose not do this.
Yea, it looks bad (uncomfortable) with that flat block going into the head.
It's equally as odd with the ponytail lifting off of the shoulder.
It is very odd, and I don't totally understand how this could happen without drastic effects on the figure shape as well. All I can guess, is something is up with bone lengths or something getting doubled up in the 'Master control dial' for the figures.
Its a wierd thing and it ony effects some hairs, I have no Idea what makes some hairs work and others not.
One thing I do know is it is effected (for the better) by using scaling to create morphs; basically I have a morph I'm working on that is much smaller and shorter than the base and it was killing some of my hairs, so I created a hidden morph that used the figure scaling to roughly match the shape and height of my created morph, and then re-imported my morph against the scaling morph (basically so all the changes in height were controled my scaling rather than a traditional morph). this method solved the hair crumpling effect of my original morph.
Whats important to take away from that whole spiel is that it points to the problem being how the morphs are being projected when it comes to height, unfortunately I'm not sure there's an easy fix to it. (sadly)
I think most stick close enough to the head, to not be thrown off by other bone XYZ scaling, or some other Electron-voodoo. G3F is also full of bones in the head for facial expressions, and some of them may also bee messing with stuff.
Also, some of the simple dials like Leg length, torso length, and Figure height, tend to have odd side effects with some things, so I don't know where to begin with the two kids, lol.
And for the Grand Finale, I think the kids have gotten into the Super Glue and the food coloring again, lol.
I just spent an hour fixing height scaling morphs and other morphs in a hat with extra bones.. not at all unlike hair with extra bones for tails. Using the scale dials works because it doesn't mess with bone positioning, the Height full body morph and Leg length morphs do.. so if the PA who makes the hair adjusts rigging to shape for those dails it'll work.. if they don't want to bother or forget (I forgot - thank you, Zarcon, for being an awesome beta tester) then it'll likely blow up the second you try to pose the extra bones, or part of the mesh will fly off into space.
Thanks Fisty. Yea, I do feel bad when I go to test something, and I end up finding a thousand other things unrelated with issues, and I'm the one with bad news. As for this, All I grasp, is that when I stack cubes and I have one at an angle, when I go to scale the mess on a single XYZ access, the cube at an angle goes off into space somewhere. How or if that applies to hair on the kids is over my head and I don't understand it completely.
Testing stuff, well, yea, I do that, sometimes unintentionally. I'm not quite as cheep to employ as some of the early NASA beta testers that worked for banana peels.
I prefer coffee, lol.
I'd much rather you find the problems and I fix them before they get to Daz QA, or worse yet have QA miss them and have customers find them.
Careful what you wish for, I know where you live =P
The unusual thing about Skyler (and I assume Ryan is the same, although I do not have this figure) is that in order to get her much smaller height, this is achieved entirely through a morph, where as most younger/smaller characters are achieved with a combination of scaling and a morph. In the latter case most of the height change is via the scaling (and so in terms of vertex movement is the most drastic part of the change), and the morph then tweaks the body proportions, changes in body shape, and obviously facial changes etc. Teen Josie 7 for example scales down to 91%, Zev0 growing up morphs, and Genesis's base child morph also uses scaling, but Skyler's scale always remains at 100%.
I do not see why this would cause the problems seen above, but it is a difference to normal behaviour. I personally have not seen any issues conforming hair to Skyler or any other Genesis 3 figure. They work as expected including morphs. I am not a fan of prop hair, so I tend to convert all mine to figures and auto fit to Genesis 1-3. I have done this with V4 hair, and even really old Generation 3 hair for V3, D3 etc, and it works fine and fits perfectly. I have no patience for scaling hair props to fit, I just want to double click on it to load and then see it fit regardless of the characters height/age or other morphs.
Fisty, Understandably finding and fixing 'mistakes' early is far better then later on when other stuff starts breaking because of it.
Havos, That sounds almost like a slippery slope that I just prefer to avoid. That is all G3F hair on a G3F figure, straight from the Smart tab. Quite often I'm rather lazy, and just prefer to use, rather then remake rig and mesh something from scratch that I can't call my own creation to give away in the end. It is just much better when things can be fixed for everyone to enjoy, rather then forcing users to learn how to recreate stuff from scratch that they already paid for, lol.
If you want to rip your hear out making generation one-dot-dirt stuff fit generation 7 figures, be my guest, I have other stuff and other hobbies competing for my time.
Have to agree with Havos, Zarcon.. usually hair transfers between generations pretty well, I use G2 hair on G3 all the time 'cause I don't have that much for G3 yet and I'm poor. If it doesn't work then it doesn't work, but for the most part it does unless it's a really extreme morph like Skyler. (Usual disclamers apply, if it's a bad quality model on G2 it's gonna be bad on G3, you know the one I'm talking about..)
It was actually very easy, just a few steps and any hair could be made into a figure. The only thing I needed was that the prop figure actually fit to some know figure's head (V4, V3, Genesis etc), otherwise I could not get auto fit to do all the hard work. I remember one hair vendor (I do not recall which one) the hair prop was not made to fit any of the normal figures, and all the fit poses supplied for V4 etc involved some amount of scaling, translations etc. These I did not convert. Below is Cuffed Tail fit to Skyler, which was a hair designed to fit D3. I think it fit pretty well, and all I did was load it.
As your probably aware of, I'm throwing dials back and forth, and I'm not seeing anything else do that (Except SF Brownie), and it dose appear Havos may be onto whatever is going on with the hair (Even tho I still don't totally understand what was typed). I don't have the tools, knowledge, or skills to fix that. I'm still trying to learn how to turn a cube into a ramp, without crashing Hexagon, lol.
Not to say, If I ever figure out how to fix those hair styles, I'm not allowed to share the 'Patch' and thus everyone else will also need to learn how to do that and not share the results. It just doesn't appear to be a good method of productivity for a community when each and every individual that purchased the things must reinvent the weal in order to use it, lol.
I can recreate your issue by parenting a hair prop to base G3F, and then applying the Skyler morph, and yes, it does not fit too good, but I have no idea how you got the exploding hair effect shown in one of your screen shots.
That hair looks good by the way. Sorry, I'm slow at spell checking.
created a G3F (from the smart tab). Selected G3F, and added the hair styles in the scene tab in my screen cap (again from the smart tab). Selected a few of them and changed the Diffuse color in the surface tab. Then I went to the shaping tab with G3F selected and dialed in the figure (as shown in the screen caps). And as mentioned before, that is all G3F hair on G3F.
http://www.daz3d.com/endless-summer-ponytail-for-genesis-3-female-s
http://www.daz3d.com/eclectic-hair-for-genesis-3-female-s
http://www.daz3d.com/frawn-hair-for-genesis-3-females
http://www.daz3d.com/octavia-hair-for-genesis-3-female-s-and-genesis-2-female-s
I don't think Studio will let me "Auto-fit" that stuff to G3F, if that is a required step for your hair-fix procedure, lol.
You certainly do not need autofit to fit a G3F hair to a G3F figure, that would make no sense. I am thus confused to what is causing the issue, although in the screenshot you show multiple hairs attached to the same figure at the same time.
Yea, that was me trying to be funny (Kids with Super glue and food coloring). Each one of the styles by it's self dose that when Skyler, and/or Rayn and/or SF Brownie is dialed in. I honestly don't know what is broken under the hood, all I know is that it is not working.
"Very damaged, Zathras can never have anything nice". lol.
Hmm, I think if you rendered 100% Rayn, 100% Skyler & a 50/50 mix - all three side by side, your average Joe would be hard pushed to tell them apart to be honest.
Duplicate post. Sry.
I realize that I'm doing a serious necro on this thread (has it been more than three years already?), but while I was hunting for other things in my notifications earlier today, I saw this again.
Because it seems a waste to let it end that way, I got everything together again, and put the girls through the iray treatment. Without further ado, I present Skyler, Rayn, and their newest friend Halfanie...
Picture missing. Did you delete the thumbnail?
I don't remember doing that, but I can re-upload it if it's wanted/needed.
Well it was just FYI - if you delete the thumbnail you also delete the picture.