dForce Classic Long Curly Hair Initial Shape 04

cjfeacjfea Posts: 230

HELP!  I have spent 4 days (12 per day) trying to figure this out.  I'm using dForce Classic Long Curly Hair by Linday initial shape 04 (see Attachment 1).  Attachment 2 is the pose of my character (Kassandra HD for Genesis 8 Female by Emrys).  Attachment 3 is the character with dForce Classic Long Curly Hair initial shape 04 after the Animated Timeline simulation from Start Bones from Memorized Pose off.  The hair is not behind the shoulders although my upper body, neck, and head pose does not dramatically differ from the zero pose.  Attachment 4 is the character with dForce Classic Long Curly Hair initial shape 04 after the Current Frame simulation from Start Bones from Memorized Pose off.  The hair is somewhat behind the shoulders, interferes with the shirt (can’t move the hair any farther back before running simulation), and cuts across her face somewhat.  The only morph used is Contraction Expansion Ratio 90.  With or without the morph the results are identical.  I watched the video tutorials accompanying the product, following the steps exactly.  A similar problem occurs with initial shape 13, where both sides of the hair are behind the shoulders.  I know this is a frequently used product and the produced results are similar to the product advertisement.  Could someone offer me some suggestions as to why my hair is never behind her shoulders with initial shape 04 unless she is in the zero pose?  Thanks for you time.  Bests always.

DAZ Forum dForce Classic Long Curly Hair for Genesis 8 Females Initial Shape 04.jpg
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DAZ Forum dForce Classic Curly Hair Shape 04 Character Pose Screenshot 2021-06-30 (2).jpg
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DAZ Forum dForce Classic Curly Hair Shape 04 Animated Timeline Simulation Screenshot 2021-06-30 (2).jpg
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DAZ Forum dForce Classic Curly Hair Shape 04 Current Frame Simulation creenshot 2021-06-30 (2).jpg
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Comments

  • PhatmartinoPhatmartino Posts: 287
    edited July 2021

    cjfea said:

    HELP!  I have spent 4 days (12 per day) trying to figure this out.  I'm using dForce Classic Long Curly Hair by Linday initial shape 04 (see Attachment 1).  Attachment 2 is the pose of my character (Kassandra HD for Genesis 8 Female by Emrys).  Attachment 3 is the character with dForce Classic Long Curly Hair initial shape 04 after the Animated Timeline simulation from Start Bones from Memorized Pose off.  The hair is not behind the shoulders although my upper body, neck, and head pose does not dramatically differ from the zero pose.  Attachment 4 is the character with dForce Classic Long Curly Hair initial shape 04 after the Current Frame simulation from Start Bones from Memorized Pose off.  The hair is somewhat behind the shoulders, interferes with the shirt (can’t move the hair any farther back before running simulation), and cuts across her face somewhat.  The only morph used is Contraction Expansion Ratio 90.  With or without the morph the results are identical.  I watched the video tutorials accompanying the product, following the steps exactly.  A similar problem occurs with initial shape 13, where both sides of the hair are behind the shoulders.  I know this is a frequently used product and the produced results are similar to the product advertisement.  Could someone offer me some suggestions as to why my hair is never behind her shoulders with initial shape 04 unless she is in the zero pose?  Thanks for you time.  Bests always. 

     

    Hey, I have this hair so I loaded it up to try and play around with a similar pose and at least a dress with some frill around the shoulders...

    The Attached image shows the results with the Simulation Settings Tab and Parameters Tab showing what I used. I did apply the Contraction-Expansion 90 Surface Preset, but did not apply any Initial Shape Morphs. Intead I created an "Initial Shape" using some Parameters Tab Morphs included with the hair.

    These Parameters > dForce Classic Long Culry Hair > Actor > values prepare the hair all back and somewhat bunched together. I added the Hair Length ALL > 100% in case the other morphs made the hair not want to fall all the way back to the original length.

    The main problem is that when simulating, Gravity pulls the hair down and makes it "swing" forward as well, so the settings shown keep the hair pretty much over the shoulders and fanned out to the sides of the shoulders. The Simulation Settings > Collision Mode > Better value makes the hair "grab" onto any other surfaces that it collides with to some extent and that's probably the only reason it didn't continue to swing forward and pull itself over the shoulders to the front. I also tried changing the Simulation Settings > Environment > Gravity value to 1.5 and that pulls the hair down faster so that it "grabs" even sooner before it has a chance to swing as far forward and spread out as far if that would be desireable.

     

    I also noticed a small amount of intersection with the frills of the dress like you mentioned. If you're not familiar with Surfaces Tab > Collision Layer with a dForce Surface selected, this hair has 4 different "Layers" of Hair, each with their own Surfaces, and each set accordingly to Collision Layer 1,2,3 and 4. If the outfit you're using is also dForce, it could help to go into it's Surfaces and change the Collision Layer to anything other than 1-4 (e.g. 5). I tried this as the outfit I used is a dForce Dress and it seemed to help a little, but basically when simulating, the speed at which things move and probably the "Sharpness" of the edges it collides with, determines whether or not Daz will be able to resolve collisions fast enough to stop intersection from happening.

    One possible solution is after all simulation is done, depending on the outfit and whether it already has Mesh Smoothing, one could change Parameters Tab > "Garment" > General > Mesh Smoothing > Collision Item value to the Hair instead of the Genesis Figure (assuming the Mesh Smoothing isn't the only reason there aren't massive pokethroughs happening with the Figure). Better yet would be if the Garment doesn't already have Mesh Smoothing, you could add it and set the Collision Item to the Hair.

     

    Hopefully some of this helps get you where you're going, let us know if so/not or if you have further questions or probs. Good luck! :)

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    Post edited by Phatmartino on
  • DaventakiDaventaki Posts: 1,624

    Another tip I sometimes do is to put the arms up, simulate then reposition after the sim.  Most of the time I tend to sim only one asset at a time freeze then sim the other. 

  • FSMCDesignsFSMCDesigns Posts: 12,754

    Daventaki said:

    Another tip I sometimes do is to put the arms up, simulate then reposition after the sim.  Most of the time I tend to sim only one asset at a time freeze then sim the other. 

    I do this as well. trying to sim more than one item can cause all kinds of issues in my experience.

  • cjfeacjfea Posts: 230

    Thank you SO much!  Attachment 1.  I created the initial shape using Phatmartino’s “Parameters” tab morph recommendations (i.e., Hair Length All 100%, L Side Move Back 100%, R Side Move Back 100%, Hair Wind Left 30%, Hair Wind Right 30%) then set Self-Collide Layers 4, 3, 2 “On” with Layer 1 “Off.”  Changing Self-Collide prevented the few remaining stands of hair from coming forward.  

    I will definitely move the arms up prior to simulation for another pose I want to use this same hair shape with. 

    Bests always!

    DAZ Forum dForce Classic Curly Hair Shape 04 Forum Response Attempt Self Collide 432 On 1 Off Screenshot 2021-07-03 181755 (2).jpg
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  • PhatmartinoPhatmartino Posts: 287

    Awesome! Happy to help and glad you found success! Nice work poking even further into the Self Collision settings to fine tune even further. So much to know in this software I feel like I'll never stop learning. Fun stuff.

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