Can you fit Genesis hair onto Michael 4 and Victoria 4?
WilburPost
Posts: 43
I'm still working with Michael 4 and Victoria 4 because I have a library of clothes and poses for them that aren't available for Genesis figures. Question: Is there any reason I can't apply hair created for Genesis figures to M4 and V4? I realize the hair would need to be fitted manually, but before I invest in more hair I just want to be sure there's no reason this wouldn't work. Thanks!
Comments
a good solution is to move the hip bone so the hair is 0,0,0 then select the joint editor icon and right-click edit bake rotations
then you have a rigged figure you can parent in place to the head with all it's bones and morphs
Thank you for the response! Though, your explanation may be a little above my pay grade. :)
I'm trying to position Nuru Hair for Genesis 2 Female to Victoria 4.2, but the problem is that when I attempt to move the hair using the translation sliders, it responds as though the hair is on a pendulum; it swings left and right, fore and aft, but I can't get it to go any higher than V4's face (see attached).
The hair is not fitted to or parented to V4, so I thought I could move V4 into position under the hair instead, but the hair behaves as though it's attached to V4's face; I don't understand this. Fortunately, this model is destined for Blender so I can reposition the hair there, but it would be nice to get it positioned correctly in DAZ studio. Per your suggestion, I moved the hip bones for both the hair and V4, but the problem remains. Any other suggestions for a Genesis novice? Thanks again.
that's because it is pivoted from the hip bone on the hip
hence doing what I suggested
but yeah if going to Blender no need, easier to do it there and maybe convert to hair particles
I'm not that much of a DAZ power user so I still don't understand the hip bone stuff you're talking about; there's some homework I need to do.
The hair imported great into Blender, though with all the details it adds about 100 MB to the Blender file. Thanks for the tip regarding Blender particles; that's another thing I need to look into. Thanks again.