[SOLVED] Female Hair Autofit to Males loses Morphs

pufflehuffpufflehuff Posts: 28

I often use female hair on males and vice versa, but I've noticed that when I do this I am unable to utilize the full range of morphs the original hair provides.

For example, I attempted to autofit OOT's Linda Hair for G8F on a G8M, but the ponytail will not respond to slider morphs nor will it load preset styles. When autofitting, the pop-up appears and I set both fields if that makes a difference.   

 

Post edited by pufflehuff on

Comments

  • frankrblowfrankrblow Posts: 2,052
    edited April 2019

    When adding hair to a character it's not meant for do not autofit, or you will lose morphs, etc.

    Instead, position and scale the hair to fit the character's head as necessary, then parent the hair to the head - which means open the scene pane, and use your mouse to grab the hair (in the scene pane, not the view pane) to the character's head. Now you can use the bones/morphs as usual.

    Post edited by frankrblow on
  • When adding hair to a character it's not meant for do not autofit, or you will lose morphs, etc.

    Instead, position and scale the hair to fit the character's head as necessary, then parent the hair to the head - which means open the scene pane, and use your mouse to grab the hair (in the scene pane, not the view pane) to the character's head. Now you can use the bones/morphs as usual.

    Ah...

    I was actually trying to avoid that, haha. There are always issues with the back of the neck and the ears for me(It's never perfect T^T), but it seems that's the only workable solution. In any event, that seems to have fixed it and with some adjusting I am able to use all morphs, pre-set or otherwise.

    Thank you!!

  • Richard HaseltineRichard Haseltine Posts: 102,730

    True morphs will carry over after AutoFit, but if there are sliders which control custom bones (such as in tails in hair) the bone will be lost and so the sliders won't do anything.

  • True morphs will carry over after AutoFit, but if there are sliders which control custom bones (such as in tails in hair) the bone will be lost and so the sliders won't do anything.

    Aaaaaah, thanks for that! These little bits of info are always so neat to know :D

  • FSMCDesignsFSMCDesigns Posts: 12,781

    When adding hair to a character it's not meant for do not autofit, or you will lose morphs, etc.

    Instead, position and scale the hair to fit the character's head as necessary, then parent the hair to the head - which means open the scene pane, and use your mouse to grab the hair (in the scene pane, not the view pane) to the character's head. Now you can use the bones/morphs as usual.

    Ah...

    I was actually trying to avoid that, haha. There are always issues with the back of the neck and the ears for me(It's never perfect T^T), but it seems that's the only workable solution. In any event, that seems to have fixed it and with some adjusting I am able to use all morphs, pre-set or otherwise.

    Thank you!!

    If you need a perfect fit after you position it, apply a smoothing modifier and set collision to the figure. This will give you a more snug fit. You can also adjust the scaling on any axis before to get a better fit.

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