How do you get Older hair to fit Genesis 1

XadeXade Posts: 236
edited May 2018 in Daz Studio Discussion

I'm trying to get articulated hair to fit genesis one with the bones. I've had some luck with a few v4 hair but this hair for A3 has got me stumped. I've loaded an unparented version converted it to weight mapping then transferred with suprising results. Please help me make this hair work. I really need to learn how to get hair to behave with Genesis.

Alexis Hair 1.png
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Post edited by Xade on

Comments

  • BeeMKayBeeMKay Posts: 7,019
    edited May 2018

    Load the hair without having G1 selected. Then move the hair into Position and use the shape Morphs and scaling to make the cap fit the head. Then, parent - not! fit - the hair to the head of G1. This way, you'll also Keep whatever bones for movement are in the hair. I don't think that the conversion works, unless you go to the bone editor and mess around with the bones and weightmap afterwards. Basically a new rigging.

    Post edited by BeeMKay on
  • XadeXade Posts: 236

    I was looking for something other than that. The hair doesnt have any fitting morphs but I can adjust that in hexagon or Blender.

  • greymouser69greymouser69 Posts: 501

    Many of the older hair figures were not conforming figures like clothing (cr2 in poser), instead they were props (pp2 in poser) with morphs for fitting, movement, etc. which is why they have to be parented.

  • XadeXade Posts: 236

    this is a conforming hair, with bones for the ponytail and bangs. A very well made one, which is why I want to try and update it for Genesis 1 but if I can't do it I can't do it. Id love to update it for G1 while keeping all the bones and weight painting. But I guess I'll have to treat it as a prop hair. At least it follows the head movement and I can easily select the bones.

     

    Does anyone know how I can manually convert it to G1? it would be a nice learning challenge for me.

     

  • greymouser69greymouser69 Posts: 501

    Ok so the hair is for A3 which is the problem, there is no A3 autofit clone for genesis to transfer without purchasing an additional product.  You will need https://www.daz3d.com/a3-and-h3-shapes-for-genesis to get the clones.  You might even want to consider the bundle for all gen3 characters.

  • XadeXade Posts: 236

    Ok so the hair is for A3 which is the problem, there is no A3 autofit clone for genesis to transfer without purchasing an additional product.  You will need https://www.daz3d.com/a3-and-h3-shapes-for-genesis to get the clones.  You might even want to consider the bundle for all gen3 characters.

    I have all the iconic characters for genesis, 3 and 4, . I bought them on sale, since I planned on doing this 10 years ago but Daz ate all my save files. Then I lost everything in a system crash and forgot about Daz. Now im finally getting back with a brand new story and got brand new problems. 

  • Syrus_DanteSyrus_Dante Posts: 983
    edited June 2018

    Hi, I did a quick test with the oldest confoming hair in Poser figure CR2 format that I could find in my library.

    The Hair item I've used is called BatLabs Twin Tail Hair for Victoria 3 - I know a realy dusty old one but it has the extra bones for the tails - now I've tried to fit it to Genesis 2 Female.

    So after the quick test that took me about 15 minutes to get the conforming hair converted to Genesis 2 while keeping the extra bones - I've decided to do a series of screenshots to demonstrate what I did.

    The quick answer on how to keep the extra bones from the original conforming hair figure after the conversion to the new figure rigging is - use the Transfer Utility, select to transfer the Weight Maps and in the Extended Options check Merge Hierarchy. Tick off all other general options - transfering morphs isn't necessary at this point - the character morph shapes can be transfered later or they get autogenerated after you dial in some morphs for genesis.

    You can also select all Post Transfer Options at the bottom to have the hair allready fitted (conformed), parented and smoothed.

    Maybe its a good advice to also choose a Content Type with this I think Daz Studio can better guess which bones to pick from the genesis figure rig that are needed for the hair to become a conforming figure.

    For conforming hair or anything that fits the head, I think you need at least the genesis spine bones from the hip to the head. With my test the Transfer Utility also took the limb bones to forearms and shins that I had deleted Shift+Del in the JointEditor afterwards.

    There are a few more steps involved to get a hair item actually fit to the default Genesis 2 head shape and I would like to show what you can do with all the DazStudio tools to convert the hair item.

     

    Here is an overview of the basic steps I used in this conversion process:

    • load the default genesis figure from the library
    • unselect the genesis figure and load the hair item, with this you can avoid the Autoconform dialogue otherwise press cancel
    • place the hair roughly to fit the head shape with transform and maybe scale - its easier to transform and scale the hair with the head node selected in the Scene pane
    • use dFormers and the Smoothing Modifier with default collision settings to fit the hair to the head shape
    • save an OBJ file with the current shape in the scene for the fitted morph
    • convert the hair to TriAx Weight Map and the hair resets itself to the default original shape (maybe it would have been easier to first convert the Weight Map)
    • use MorphLoaderPro to load the fitted morph OBJ from before and dial it to 100%
    • use the Joint Editor to Adjust Rigging to Shape and Memorize Rigging to have the bones position adjusted
    • zero the hair shape again and Update Base Geometry to the fitted morph OBJ
    • use the Transfer Utility with the Merge Hierarchies option and test how the hair bends with the figure
    • save a Figure/Prop Asset to the library

     

    I've tried my best to have the screenshots look like a tutorial but then I think I've spent too much time with the dFormers at the beginning and once had to start over with some last scene save.

    But I hope you can still follow along with the pictures and the description in this example and get what tools to use and settings to choose.

    Link to the imgbb.com screenshots: Hair Conversion Fit to G2F

    https://ibb.co/frFQ7d
    https://ibb.co/iNaKYJ
    https://ibb.co/h2dWDJ

     

    Description

    In my first screenshots you can see how I Zero'ed the default bending pose of the twin tails and I've started to add and tweak the first dFormer_1 and the Field to fix the poke through on the backside. Then I've added the Smoothing Modifier with the default collision settings and I had to select the Collision Item: Genesis 2 Female manually.

    • ConvertHair_FitToG2F_011 and following will show the slightly smoothed tips of the bangs - also unconnected geometry parts will show gaps but in this case its acceptable (I could have fixed this with Blender along with the loose vertex that I saw earlier but this would go beyond the scope of this tutorial)
    • at ConvertHair_FitToG2F_023 you can see the wireframe and the Geometry Editor where I've created a Selection Set for the front bangs called Strands (gets used later to shorten the front)
    • at ConvertHair_FitToG2F_043 I've decided the hair fits good enough and exported the OBJ morph with only the hair visible and all changes I made yTrans 2.43, Smoothing Modifier Collision and all dFormers
    • after that I've messed up the right order in things to do and had to start over again with the last save
    • Adjust Rigging to Shape didn't work after I've used Update Base Geometry for some reason - so you first have to load the fitting morph with MorphLoaderPro set the morph to 100% then Adjust Rigging to Shape and at the end zero all and use the same morph to Update Base Geometry - you can still use the morph with -100% to reverse to the original figure shape

     

     I hope this is not too confusing and can help somehow. Sometimes you just have the perfect hair style for the character allready in your library but for the wrong figure or you just want to fix the bangs not hanging in front of the eyes and with a little effort and knowing the tools in DazStudio you can do all of these fit to conversions, fixes and edits.

    TransferUtility_MergeHierarchies.png
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    Post edited by Syrus_Dante on
  • XadeXade Posts: 236
    edited June 2018

    @ Syrus_Dante After a lot of trial and error I duplicated your results. Thank you for helping me out. Now I can adjust all the hair I have for Genesis, and possilby other things like my ears and tails. My only complaint is is that the head jumps around some when I adjust the ponytail and bangs but it reverts to normal. Turns out I forgot to set the follower. You my friend are a life saver!

    However, I am having trouble with my wings. I could use my genesis wings but the feathered wings are better on the morphs. They look good while morphing them but once I release them on the flap morph I get this

    When I move a joint I get this.

    I have no idea what is wrong.

     

     

    Alexis hair 3.png
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    Alexis hair 4.png
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    Post edited by Xade on
  • Syrus_DanteSyrus_Dante Posts: 983

    This looks weird maybe something went wrong with the rigging.

    You better start with a new scene load the default genesis shape and just one hair item before creating the fitting morph then use the Transfer Utility.

    Once you have the hair fitted to the default genesis figure save the Figure/Prop Asset to the library. In the next step I would see how DazStudio autogenerates the morphs while you dialing in the character shape morphs.

    Unfit the hair and have a look at new autogenerated morphs in the Parameters pane to see whats got transfered on the fly.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited June 2018

    Hard to tell whats the issue with the wings. So they are not made for to fit genesis eigther - did you conform them by yourself?

    Could be an issue with the rigging that the bone positions don't match the current shape. This would explain why it shows the deformations only if you use the morph slider to control the pose (actualy it should be a Property not a Morph see the P or M in front of the slider with the Parameters pane in edit mode - I guess its rotating some bones for wing movement).

    Adjust Rigging to Shape should help - but in this case dont use Memorize Rigging after that because this makes the adjustments the default bone positions.

    What you want are the bone adjustments to take in place when the shape morph gets dialed.

    Usualy you have to unfit and zero the conforming figure, then you go to the Parameters pane and dial in only one shaping morph at a time. Then you go to the Joint Editor - Adjust Rigging to Shape there and back at Parameters pane you right-click the shaping morph and choose ERC-Freeze to save the bone adjustments to the same morph property (and only them called something like xOrigin yEnd).

    Repeat this process for all shaping morphs as needed because DazStudio tries to adapt the character shape by autogenerating the morphs for the fitted/conforming figure but you have to double check them one by one after unfitting to see if the bones need adjustments - this is the case if the whole conforming item moves away from the default position with the morph.

    [PS] Be careful with ERC-Freeze because the list of things it wants to save along with the morph could be everything that is not at default state in your scene. There is an easy workaround right-click the viewport Select All then use the actions Memorize Figure and then Memorize Selected Item. This should set all values to default state except the Figure Rigging adjustments in the Joint Editor that you can now ERC-Freeze to the morph.

    Post edited by Syrus_Dante on
  • XadeXade Posts: 236

    The hair is fine, I got all the problems wrinkled out. I've even had success with shoes by using a similar technique, but editing the exported obj. But the wings refuse to behave. I have them parented so they keep all the morphs and stuff but it would be an accomplishment if I could convert those wings too. They're feathered wings. I bought them on sale a long time ago. They were top of the line when they came out and I still prefer them over epic wings due to all their awesome morphs and how they look. They really suit that character to a T. I'll use epic wings for another character. I don't want to keep using the same ones or it will get boring. So if I could get those to work well I would even credit you in the webcomic credits :)

  • carrie58carrie58 Posts: 4,010

    RamWolf made a great tutorial for converting Generation 4 hair to Genesis     https://www.daz3d.com/forums/discussion/1866/ramworks-tutorials-pp2-and-hr2-to-figure-painting-genesis-in-zbrush#latest

    and you will find parenting NOT fitting  the wings to the chest of the figure works really well

  • XadeXade Posts: 236
    edited June 2018
    carrie58 said:

    RamWolf made a great tutorial for converting Generation 4 hair to Genesis     https://www.daz3d.com/forums/discussion/1866/ramworks-tutorials-pp2-and-hr2-to-figure-painting-genesis-in-zbrush#latest

    and you will find parenting NOT fitting  the wings to the chest of the figure works really well

    Thanks for the tutorial.

    I'vebeen parenting them, but I just wanted to see if I could get them work. A modified version of Syrus_Dante's technique works very well for shoes. Export the shoes, fit them to the base genesis in Blender, replace geometry, Tweak it as needed in Blender to fit the current shape, convert to weight mapping then use the transfer tool. At least now I can use my shoes with genesis without them getting warped.

    These are the shoes from Damaru Jigoku for Hiro hes wearing the rest of it too quite well. I just had to tweak some of the fit morph on the shirt. The character is a huge anime fan and that was the outfit I picked. I tired this technique out on the fae realm slippers and it worked out so great that I tried it again to make sure I knew how to do it. Just gotta remember to keep vertex order so Blender doesnt split it up.

    Jeff Shoes.png
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    Post edited by Xade on
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