Zev0 Growing Up & hair compatibility

Are there any long hair with built-in Zev0 Growing Up for G3-G8 compatibility?

Comments

  • FrinkkyFrinkky Posts: 388
    edited November 2021

    Not that I'm aware of. Most hairs I've used, I've had to create smoothing morphs to remove the crease in the hair at the back of the head as a minimum.

    Other things you can try overcome potential issues:

    1. If the hair seems to be totally distorted, it may have a rigidity map. You'll need to remove/empty it. Ensure Fit To base G8/8.1 (not the final target character) then I go to Tools > Node Weight Map Brush > if Rigidity map > in viewport, right click > Geometry Selection > Select All > then make sure Rigidity map is selected > right click in viewport > Weight Editing > Fill Selected... > set to 0 > click Accept. I then save as a new Figure/Prop Asset in the same folder as the original hair, named appropriately so as not to overwrite original.

    2. If the hair has bones, you will need to adjust the rigging to shape: Edit > Figure > Rigging > Adjust Rigging to Shape. Only have selected the non-standard bones in both left and right lists. Uncheck Head/Default/arms/shoulders etc eg. everything from a standard figure. 

    For 2, if it is an OOT hair, automatic Adjust Rigging to Shape will not work. I don't know what OOT do differently with their hair rigging compared to other PAs, say AprilSYH (whose hairs' rigging adjust perfectly automatically). You will need to adjust the rigging manually once applied to the final character. Afterwards, select the hair and Memorize Rigging, and save the character as a scene subset.

    Hope that helps, even just a little.

    Post edited by Frinkky on
  • FSMCDesignsFSMCDesigns Posts: 12,776

    If the fit is getting messed up, just parent it to the head instead of fitting it. You can always add a smoothing mod/collision to get a better fit.

  • FrinkkyFrinkky Posts: 388

    FSMCDesigns said:

    If the fit is getting messed up, just parent it to the head instead of fitting it. You can always add a smoothing mod/collision to get a better fit.

    To expand on this, if the main head area is fine but details such as pony tails/braids are messed up, you can load on to the character as per normal, then hide the braids. Then load a 2nd copy of the hair, parent it to the head of the character, hide the head, keeping the braids this time then scale and position it to align as best as possible.

  • TizianoTiziano Posts: 324

    FSMCDesigns said:

    If the fit is getting messed up, just parent it to the head instead of fitting it. You can always add a smoothing mod/collision to get a better fit.

    Yes, I usually do this.

    With fringed hairs it's a perfect way.

  • TizianoTiziano Posts: 324

    Frinkky said:

    if the main head area is fine but details such as pony tails/braids are messed up, you can load on to the character as per normal, then hide the braids. Then load a 2nd copy of the hair, parent it to the head of the character, hide the head, keeping the braids this time then scale and position it to align as best as possible.

    I'll try this, thank you. 

  • TizianoTiziano Posts: 324
    edited November 2021

    Frinkky said:

    Not that I'm aware of. Most hairs I've used, I've had to create smoothing morphs to remove the crease in the hair at the back of the head as a minimum.

    Other things you can try overcome potential issues:

    1. If the hair seems to be totally distorted, it may have a rigidity map. You'll need to remove/empty it. Ensure Fit To base G8/8.1 (not the final target character) then I go to Tools > Node Weight Map Brush > if Rigidity map > in viewport, right click > Geometry Selection > Select All > then make sure Rigidity map is selected > right click in viewport > Weight Editing > Fill Selected... > set to 0 > click Accept. I then save as a new Figure/Prop Asset in the same folder as the original hair, named appropriately so as not to overwrite original.

    2. If the hair has bones, you will need to adjust the rigging to shape: Edit > Figure > Rigging > Adjust Rigging to Shape. Only have selected the non-standard bones in both left and right lists. Uncheck Head/Default/arms/shoulders etc eg. everything from a standard figure. 

    For 2, if it is an OOT hair, automatic Adjust Rigging to Shape will not work. I don't know what OOT do differently with their hair rigging compared to other PAs, say AprilSYH (whose hairs' rigging adjust perfectly automatically). You will need to adjust the rigging manually once applied to the final character. Afterwards, select the hair and Memorize Rigging, and save the character as a scene subset.

    Hope that helps, even just a little.

    Very helpful, thank you.

    I'll make some experiments ^_^

    Post edited by Tiziano on
  • kyoto kidkyoto kid Posts: 41,213

    FSMCDesigns said:

    If the fit is getting messed up, just parent it to the head instead of fitting it. You can always add a smoothing mod/collision to get a better fit.

    ...that's what I do as I also use hair from other generations. For the latter it preserves the styling and movement morphs. 

  • HavosHavos Posts: 5,396

    kyoto kid said:

    FSMCDesigns said:

    If the fit is getting messed up, just parent it to the head instead of fitting it. You can always add a smoothing mod/collision to get a better fit.

    ...that's what I do as I also use hair from other generations. For the latter it preserves the styling and movement morphs. 

    The styling and movement morphs are retained, even if you do use auto fit. The only things that will be lost are any custom bones, and naturally for longer hairs this would be very relevant. Note however that a lot of older hairs (and some newer ones too) don't have custom bones anyway, even long hair, so morphs are the only way to control the hair. For these hairs auto fitting would lose you nothing, except that for some hairs it might mangle parts of the mesh.

  • kyoto kidkyoto kid Posts: 41,213

    ...true however the "kink" in longer hair on characters  that use the Growing Up morphs is an issue (even some hairs made for the same Genesis generation). 

    I've been manually fitting hair to characters since the Gen 4 days so the process has become second nature to me. I've had Gen3 and 4 hair lose all the morphs because back then they often used the neck (which was a single bone) as the base for the morphs and with G3 the neck was split into two separate bones.

    ..and yes, the mesh for some hairs would be distorted by autofit. 

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