Cong Hair's slightly bizarre movement morphs

I'll start by saying I quite like Ergou's hair. They render nicely and aren't very taxing on systems. I'm also aware that the artist hasn't historically done much with morphs aside from occasionally some wind morphs, and I have found in the past that some of their hairs conform to strange parts of the body—Cong Hair, for example, moves with the shoulders and upper arms, despite only reaching the neck and hence can sometimes position itself in odd ways with poses.

The thing I'm particularly wondering about though is the 4 movement morphs included with this hair:

I was messing around with them in studio and they only ever looks bizarre. What sort of scenarios would require this kind of movement? It's only of one very specific part of the hair (the front left bang, (or right from our perspective)), so it doesn't help much with tilting the head up or down, or any kind of wind, being that the rest of the hair remains completely still. Also, the way it bends means that you couldn't have it pointing in any direction either, as it keeps its S shape. The strand doesn't have bones or anything either, so you can't manually rotate it. 

Does hair made as Daz Originals have a morph quota or something, so they just chucked some random morph options in? Or, hopefully, are there some use cases/poses that these kind of morphs would help with, and I just haven't thought of them yet? 

Again, I like the hair, I just wish it had some useful morphs. You can never go wrong with a couple of wind presets. 

Comments

  • FrinkkyFrinkky Posts: 388
    edited September 2022

    Are you referring to the promo image or are you getting strange behaviour on your own character? If the promos, then it's the PA's decision. If the latter, a couple of things:

    1. Is the morph still wonky on the base G8F/G8.1F?

    2. Are the bangs rigged (eg. controlled by bones)? If so, the rigging might be off, depending on the underlying character morph. You can try the ''adjust rigging to shape' tool and then Memorize->Memorize Figure Rigging. (OOT hair suffers this and, aggravatingly, 'adjust rigging to shape' doesn't work on their hair and each bone must be repositioned manually.)

    3. Are there rigidity maps? They can interfere with character morphs that deviate too much from the shape the rigidity map was created for. To check, have the hair selected, go to the Tool Settings tab and chose 'Node Weight Map Brush' - in the bottom 'Weight Maps' tab see if there's an entry called 'Rigidity Map' or similar. If so, delete it, save the hair as another Figure/Prop Asset (under a different file name) and load in the 'new' hair - that might help.

    Post edited by Frinkky on
  • arks0ngarks0ng Posts: 273

    Frinkky said:

    Are you referring to the[...]

    Thanks for the reply -- I did go through the list just to check, but it appears as I'd suspected it doesn't have bones, no. I was hopeful of the rigidity thing but that didn't turn up much either. It does seem like the hair itself is a particularly static style. It's good for simple standing poses (great for it), but it the character is in any poisition other than upright it's just not quite going to cut it for me. And as you say, morphs are obviously up to the PA, but in this case I'm not really sure *why* those decisions were made as there doesn't seem to be any use case to use them. Just something for prospective buyers to consider, I guess. 

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