Workflow for creating joint-rigged hair for Genesis?

edited December 1969 in Daz Studio Discussion

Hi all!

I'm experimenting with creating long hair for a Genesis character with extra joints for controlling how the hair falls, and I'd like advice on the best workflow.

I'd like to be able to auto-fit the hair to Genesis so it morphs to various genesis head shapes and sizes, but I'd also like to use Figure Setup to generate joints and weight maps from selection groups that I've designated in my external modeller. Is it possible to do both, or will that break things? Or is there a better approach?

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,495
    edited December 1969

    Bones do not conform so you can really only do one or other
    A boned hair would stretch auto following so would have to not be conformed I would think
    Rather a rigged prop
    At least in my attempts
    Morphs is the solution most seem to use and prob easier too
    Boned hairs tend to have no weightpaintint coinciding with the neck and below on the boned bits

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    Create the hair.
    Import as OBJ
    Rig to Genesis with the Transfer Utility
    Use the Joint editor tool to add additional bones and to place them as needed
    Use the Geometry Edit and Node Weight Brush tools to edit the weight maps for the new bones so that they influence the hair.

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