Problem with Adabella Hair?

WonderlandWonderland Posts: 6,880
edited October 12 in The Commons

I have a problem with https://www.daz3d.com/adabella-hair-for-genesis-9-toons I can't find any morphs or controls to move the hair so it's not sticking into the chest. There are several morphs including unnecessary morphs for a bunch of facs for the face but no movement morphs to move the right hair away from the chest. No movement morphs for the right side at all. In the promos it doesn't do this. Am I missing something? @propschick ?

filament g9 toon anime mix vickey adabella hair problem cu.png
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Post edited by Wonderland on

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,882

    What about the Left and Bangs morphs listed on the promo page?

  • WonderlandWonderland Posts: 6,880

    Richard Haseltine said:

    What about the Left and Bangs morphs listed on the promo page?

    Yes those are there but there's no way to move the right side of the hair that intersects with the breasts, 

  • Canary3dCanary3d Posts: 2,032
    edited October 13

    if you select that part of the hair directly does it have bones in it? the store page says it has multiple rigged parts for movement. 

    Post edited by Canary3d on
  • crosswindcrosswind Posts: 6,966

    There're pose controls...

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  • Ghosty12Ghosty12 Posts: 2,058
    edited October 27

    A issue I am having with the hair where if I dial in a custom G9 character into Vicky 9 or the Genesis 9 Base Anime Feminine, it bunches as seen in this image. So not sure why dialing in a custom G9 character would do this as most of the G9 hair products I have are fine. Although I did come across a couple of other shoulder length hair products that do a similar thing. And well it really is head scratching situation as not sure how to fix it.

     

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    Post edited by Ghosty12 on
  • Richard HaseltineRichard Haseltine Posts: 100,882

    That is probably because the head is scaling markedly more than the neck, so the auto-projected morph has a sharp transition where it bridges over the two bones. A Smoothing Modifier may help.

  • Ghosty12Ghosty12 Posts: 2,058
    edited October 28

    Richard Haseltine said:

    That is probably because the head is scaling markedly more than the neck, so the auto-projected morph has a sharp transition where it bridges over the two bones. A Smoothing Modifier may help.

    Ahh, thank you for the help I was wondering what was doing it and why. I tried adding in a smoothing modifier, and while it helped a bit. I found the head morph made it hard to get rid of the issue, the strange thing is some other shoulder length hair prooducts do not suffer from this, which makes me wonder why they don't.

    Post edited by Ghosty12 on
  • Richard HaseltineRichard Haseltine Posts: 100,882

    If the character is using one of the built in scale properties the other hairs may already have their own support, or they may be using Rigidity Groups to help, or the emsh density my fall in places that give a smoother transition.

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