Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 9:50 pm)
Actually, IK is usually the culprit when hair goes flying or the addition of a prop to the scene launches the shoes into the groin. Turn off IK on EVERYTHING when you load it and resave it to your libraries without IK. You'll have fewer problems overall. The only reason to suffer IK is to use the walk designer, and if you are making a still image, why suffer? Carolly
Based upon humorous comments make within another thread, I discovered one can "lock" a hair prop (.HR2) after adjusting it to one's satisfaction. No amount of extreme posing will dislodge that sucker, nothing short of a session "freeze." Until the other day, if I applied a Voluptuous Vickie pose to a character sporting Studio Maya's "Yuna" hair, the blasted "wig" would sink into the scalp. I can only assume the pose file has parameters for the DAZ Flip hair depicted in the thumbnail. By "locking" the hair, I no longer have that problem. Honestly, one constantly learns something new from this forum, even if one considers him or herself a "veteran" of the software. Sincerely, Bill
Tempt the Hand of Fate and it'll give you the "finger"!
I found out a while back that it is only certain poses that do that, and if you open up the poses in cr2edit you can see that the pose contains data for the hair for some reason. If you delete the channel for the hair and resave the poses will then work fine with any hair without locking them. Also I seem to remember that one of the unpatched versions of Poser 4 had this problem so fly by Curious Labs and pick up the upto date patch. Alla
Attached Link: http://www.thenetherworks.com
Yup, you can get DAZ' Wild & Messy hair to work with V2 using one of the joint center poses on my site - just a double-click. BTW, I've already converted that one locally ;) FyreSpiryt - *waves* hello!.
I think I understand what you're saying. I don't think you can rewrite the hierarchy chain without damaging its ability to conform. Yeah, I'd think it's all anchored to the hip. You're trying to make it work kinda like a cape. You could leave the head of the hair as a head and perhaps make the neck and chest into different named parts. Plus you'd have to rename parts in the actual object file. Now, you would lose the neck and chest conformability. Hope this helps a bit. Maybe I'll play with this some, it's starting to intrigue me.
.
Hi, Netherworks! You know what's ironic? I use your V3 joint setting pose more than my own. Mine's better suited to making new clothes, since it sets the fall-off zones as well. Yours is nice for working with pre-existing clothes.
Thoughts on messing with the WAM hair. I'm pretty sure you can leave the obj alone. Pop that puppy open in a text editor so you can see what I'm talking about. I'll walk y'all through how I'd set this puppy to only conform at the head.
First of all, meaning no disrespect to DAZ at all, someone was very sloppy with this CR2. They popped the hair into a pre-existing one, and just left all the extra body parts in. So, every body part that doesn't have a geometry call-out: kill it. Leave the actor Body section and delete the rest of the blank ones. Now, change the "actor chest:1" to "actor notchest:1" and "actor neck:1" to "actor notneck:1" or some other names. It doesn't matter as long as you're consistent.
Now, scroll down to the parameter sections and kill every body part except head, neck and chest. Rename the actor lines again, and leave the internal stuff on those the same.
Scroll down to the figure section. Join me in writhing in pain for a moment.
Now, find the lines "addChild hip:1 BODY:1" and change hip1 to notchest:1. OR, if you want to try from the head down, change it to head:1 and then flip the addChild callouts so that notneck is a child of the head and notchest is a child of notneck. Delete any addChild line that includes bodyparts that are not head, notneck, or notchest.
Next, kill those inky chains. Kill them now, kill them lots. Why are those even in there? Well, I know they're in there because they were in whatever CR2 DAZ started with, but they shouldn't be in there.
Change "defaultPick hip:1" to "defaultPick head:1"
Save under a new name in case we broke something.
And give it a shot. Tell me if it works; I'm too lazy to do it myself. ^_~
And I haven't even had my first dose of caffeine. ^_~
Hmm. As daunting as it looked, I managed to adjust a copy of the CR2 as you said (thanks very much for the suggestions so far, BTW!), and also went through and welded the three parts in the same sequence (head>notneck>notchest). But there's still something setting the anchor point at the tail of the hair, right about at Vicky's hip. Could it have something to do with the origin? Or do I have to also edit the internal parameters to rename neck to notneck etc. (I didn't do this, as I'm not sure which params refer to V3 and which to the hair figure). i.e. "twistY twisty { name GetStringRes... ... otherActor neck:2 ..." Thanks for the help thus far. Chas
Ah, crap, I forgot about the otherActor lines. They'll need to be changed too, yup. How are your AddChild lines? Are they: addChild head:1 BODY:1 addChild notneck:1 head:1 addChild notchest:1 notneck:1 If that doesn't do it, you may have to rearrange the parameter sections so that head is before notneck, and notneck is before notchest.
Done and done, now, although everything is at 2 for values (i.e. "addChild head:2 BODY:2" -- I'm assuming that this is because I'm working from a saved copy of the WaM hair I'd made before touching anything). It's still anchored at that annoying hip. Could it be a parameter value? For example, I'm looking at these suspiciously: "actor BODY:2 ... endPoint 0 0.74 0.25 origin 0 0.454 0.002" There's similar values under the actor head:2 and notneck:2 and notchest:2 sections, along with an "orientation" value. Thanks for your patience, this being the first time I've ever looked at a CR2. :S Chas BTW, If I can get it working, I'd like to share it. But I don't remember the recommended method of doing so for something like this. Is the revised CR2 okay to distribute, provided no OBJ accompanies it? I remember the answer being Yes for V1 and no for V2, because of morph inclusion, but would that be an issue here?
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Sometimes when using preset poses, the character's Hair will take off on a tangent all its own (like completely off the head). What exactly is going on that causes this? I've seen it happen even when there's only one figure in the scene, so it doesn't seem like crosstalk. Will 'Lock Actor' keep the hair stable?