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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 9:50 pm)



Subject: Hair props keep flying off with poses...help!


GizmoMkI ( ) posted Wed, 18 June 2003 at 7:35 AM · edited Sat, 18 January 2025 at 11:29 AM

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?


Nance ( ) posted Wed, 18 June 2003 at 7:44 AM

Pose was saved with hair on figure of a different height or dimensions. Yes, Lock Object will prevent this.


LaurieA ( ) posted Wed, 18 June 2003 at 9:20 AM

Is your hair a regular hair prop, or conforming hair? If your hair came from the Figures folder, it's conforming and must be conformed to the figure. After conforming, it will stay put on the figure's head. Laurie



GizmoMkI ( ) posted Wed, 18 June 2003 at 9:51 AM

Thanks for the quick replies. I've seen it happen with both regular hair props and conforming hair as well. It could be because I'll sometimes use a pose that's defined for a female character and apply it to a male, and vice versa.


hauksdottir ( ) posted Wed, 18 June 2003 at 10:52 AM

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


Redfern ( ) posted Wed, 18 June 2003 at 11:01 AM

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"!


Spit ( ) posted Wed, 18 June 2003 at 11:18 AM

IK is good for more than the Walk Designer and animation. Harumph. Though it shouldn't be on by default. It's great for making kicking horses, people pushing stuff, wide stances, etc.


Phantast ( ) posted Thu, 19 June 2003 at 5:21 AM

I almost invariably have IK off and I still get the flying hair problem. Lock actor fixes it, but it would be nice to know which poses are going to cause this problem BEFORE applying them. It would also be nice to know which poses are going to wipe off my character's face before I apply it.


Philywebrider ( ) posted Thu, 19 June 2003 at 8:46 AM

I see Lock hands, Lock Figure, Lock Actor, which lock are you talking about?


hankim ( ) posted Thu, 19 June 2003 at 9:45 AM

If it's a hair prop, not a character, make sure you have it selected, go to "Object" menu, and select "Lock actor" :-)


Ladyfyre-graphics ( ) posted Thu, 19 June 2003 at 10:45 AM

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

www.ladyfyre-graphics.com

  • Poser freebies, tutorials and articles, gallery and lots of stuffage for the Poser and Daz|Studio Horses!


Spit ( ) posted Thu, 19 June 2003 at 10:52 AM

Also, selecting the hair and doing CTRL-E (restore element) usually fixes it very easily.


doozy ( ) posted Thu, 19 June 2003 at 4:12 PM

Sometimes I copy the hair dials before applying a suspect pose, then I can paste back the hair dials and the hair returns.


Chas ( ) posted Thu, 19 June 2003 at 8:18 PM

file_63279.jpg

Hmm. Does anyone know a similar way to affix the *crown* of DAZ's Wet and Messy Hair to V2? It doesn't conform well, so I have to parent the crown, but if I try to bend any of the 3 sections, it all bends around the tail of the hair figure instead of the crown. I've tried Lock Actor (doesn't work), but I suspect that the problem has to do with the figure's hierarchy. Too bad, because it would be an unbeatable hair prop if only it could be made to sway in the wind more than what the morphs allow. Any suggestions would leave me tickled pink and smelling posies; Chas


RHaseltine ( ) posted Fri, 20 June 2003 at 6:52 AM

The WAM hair is for V3, and although there are joint setter poses to get V2 stuff onto V3 I'm not aware of any going the other way.


FyreSpiryt ( ) posted Fri, 20 June 2003 at 5:21 PM

Netherworks has one on his site. Anybody got a link?


Chas ( ) posted Fri, 20 June 2003 at 5:52 PM

Even when conformed to V3, it wants to pivot around the tail of the hair. Is there a way to restructure the hierarchy to follow Head>Neck>Chest instead of vice versa? Thanks; Chas


Chas ( ) posted Fri, 20 June 2003 at 5:53 PM

i.e. Crown = "Head" and tail = "Chest" in current hierarchy.


Netherworks ( ) posted Sat, 21 June 2003 at 7:15 AM

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!

.


Chas ( ) posted Sat, 21 June 2003 at 7:05 PM

file_63280.jpg

Thanks. The utility does help. But I don't think I quite explained the problem right. The tail of the hair serves as an anchor point, whether the hair is parented or conformed (on both V3 and V2). The three visible segments in the hierarchy structure are "Chest" "Heck" and "Head" and I would like to be able to bend these joints to get extreme billowing of the hair, beyond what the morphs will do (i.e. an extremely windy day). Kind of like what you can do with the P4 long conforming hair. Is there a way to rewrite the hierarchy structure so that the "Head" of the hair becomes the anchor point and the other joints rotate around it (i.e. an edit of the CR2)? Or does this have something to do with IK? I haven't got into these aspects of the program. (Might have to repost this question, if this thread is forgotten by now) Take care; Chas


Netherworks ( ) posted Sat, 21 June 2003 at 7:42 PM

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.

.


FyreSpiryt ( ) posted Sun, 22 June 2003 at 9:07 AM

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. ^_~


FyreSpiryt ( ) posted Sun, 22 June 2003 at 9:09 AM

And because I haven't had my first dose of caffeine, it just hit me that you'll have to start at the head and then work down to notneck and notchest in order for it to move right, or notchest and notneck will be moving the head around.


Chas ( ) posted Sun, 22 June 2003 at 10:52 AM

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


FyreSpiryt ( ) posted Sun, 22 June 2003 at 11:54 AM

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.


Chas ( ) posted Sun, 22 June 2003 at 1:16 PM

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?


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