convert a hair to prop, but re establish the morphs?

MistaraMistara Posts: 38,675

i converted a hair to prop, it lost the morphs.
the morphs are still there in the orginal folder.
is there a way to make the hair see the morphs again?

or convert to prop in such a way to keep the morphs?

i seen plenty of morphing props, should be possible.

thanks.

Comments

  • GordigGordig Posts: 10,187

    Morph hair, export as .obj, use Morph Loader Pro to add morph to now-prop hair, repeat as needed.

  • MistaraMistara Posts: 38,675

    mebbe an alias file ?

  • richardandtracyrichardandtracy Posts: 5,924
    edited May 2021
    I described the method I used in this post in a fair bit of detail, admittedly to convert a V3 hair to G8F, but the process of saving each morph as an obj and importing back in to the new model is the same. Ignore all bits referring to a skull cap and translation in the modeller. https://www.daz3d.com/forums/discussion/comment/6651076/#Comment_6651076
    Post edited by richardandtracy on
  • MistaraMistara Posts: 38,675

    but, i can see all the morphs still there in the folder

  • richardandtracyrichardandtracy Posts: 5,924
    Maybe I've answered a different question, then. Not actually come across that myself.
  • MistaraMistara Posts: 38,675

    converting the hair to a prop made it lose all the movement morphs.

    but the files are still there in the data folder, 

    just cant figure out how to make the hair see the morphs again.  it would take forever to re morph pro the objects.

  • HavosHavos Posts: 5,400

    Mystiarra said:

    converting the hair to a prop made it lose all the movement morphs.

    but the files are still there in the data folder, 

    just cant figure out how to make the hair see the morphs again.  it would take forever to re morph pro the objects.

    Why did you convert it into a prop?

  • kyoto kidkyoto kid Posts: 41,244

    ...I just manually fii and then parent hair between generations even if Autofit supposedly can do it (I've lost morphs using autofit as well).  This way al morphs are still accessible.  Been doing this for years.  For pre Genesis hair, I add smoothing and set the collision base to the figure/character. and finish adjusting it. I usually parent the hair to the head.

    Also for Iray some Gen3/4 hairs may look too "thin" after rendering so you need to set the upper limit of the opacity slider higher (to say 1.5 or 1.75).  If you have Slosh's UHT2 hair utility, it has settings to increase the opacity without having to reset the slider.

  • MistaraMistara Posts: 38,675

    its unnecessary overhead to have 175 nodes in a hair that doesn't need to bend

    the test is in how long it takes to load.

    the texture folder was over 800mb.  i picked 6 colors and deleted the rest.

    i used up x2 480 ssd drives on inventory, lol.  cutting back on the frills.

     

  • HavosHavos Posts: 5,400

    Mystiarra said:

    its unnecessary overhead to have 175 nodes in a hair that doesn't need to bend

    the test is in how long it takes to load.

    the texture folder was over 800mb.  i picked 6 colors and deleted the rest.

    i used up x2 480 ssd drives on inventory, lol.  cutting back on the frills.

    Deleting textures will not make any difference to the speed the hair loads, but it will save disk space of course.

    I am surprised a hair takes that long to load, although I have seen slow loading hairs with very large numbers of polys (ie half a million plus). When you say 175 nodes, do you mean 175 bones? That seems a lot for one hair. 

  • MistaraMistara Posts: 38,675

    Havos said:

    Mystiarra said:

    its unnecessary overhead to have 175 nodes in a hair that doesn't need to bend

    the test is in how long it takes to load.

    the texture folder was over 800mb.  i picked 6 colors and deleted the rest.

    i used up x2 480 ssd drives on inventory, lol.  cutting back on the frills.

    Deleting textures will not make any difference to the speed the hair loads, but it will save disk space of course.

    I am surprised a hair takes that long to load, although I have seen slow loading hairs with very large numbers of polys (ie half a million plus). When you say 175 nodes, do you mean 175 bones? That seems a lot for one hair. 

    yes, i meant the bones.  has a full rig including the face rigging.   its freaking out my ocd  lol

    hair and shoes don't need the full rig.  finding how hard it is to delete a branch of the bones, can understand why the artists don't bother.

  • MistaraMistara Posts: 38,675

    the musshtashi it comes swith is rigged too

    fussing over it cuzz i really like it.  the abraham hair and stash

  • MistaraMistara Posts: 38,675

    thought i'd try the export to poser, let it write the morphs library, and imporrt it back in as a morphing prop.

    did the export to cr2 ever work in any version?  which way the geometry go?

  • MistaraMistara Posts: 38,675

    mebbe the dsf toolbox could do it?

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