Is there any way to keep the hair rig (from Diffeo) after converting to MHX/Rigify?
SvenX7
Posts: 11
So, I'm pretty happy with the hair that I've gotten in Blender (Soft Waves for Genesis 9, iirc.) via Daz Hair Converter. I'm able to successfully add the hair rig with Diffeo, but once I convert it to MHX, it goes away. I can turn it back on with one of the layer options in the MHX addon, but if I try to move the hair, the whole body moves weirdly with it.
I feel like I'm not doing something right since it's clearly there when I fidget with the layers in the MHX tab, but I can't seem to figure out how to only make it move the hair. Sorry if the language/lingo is a bit wrong, still a bit new to Blender.
Comments
In the hair rig tool there's an option to generate a separate armature parented to the head bone, that's easier to manage once you convert to mhx so the hair rig stays separated from the mhx rig. That said I'm confused, because the hair rig only works with mesh hair so you can't use "make hair" for hair curves. Unless you mean something else for "daz hair converter", in that cas be sure that your "daz hair converter" outputs a mesh hair, or the rig can't work.
update. There's a bug for bendy bones, you have to assign the rig manually. Now reported to Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/2107/
Sorry for the newbish question (and late reply), but how would I go about assigning a rig manually? Do I do that before or after I convert the rig to MHX/Rigify?
To assign a rig go to the armature modifier in the hair mesh. It 's the same before or after MHX.
https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/armature.html