Forum: Poser - OFFICIAL


Subject: "Dumbing Down" Dynamic Hair in P5

chloe008uk opened this issue on Jun 25, 2004 ยท 20 posts


Ajax posted Sat, 26 June 2004 at 8:20 PM

I guess the problem I see with that approach is that if you're doing an animation where that windswept girl turns around, or bends over or something, you don't want it to look like her hairdresser put three coats of industrial strength laquer on her hair to keep it in a permanent wind-swept-to-the-left position. For me, "dynamic hair" really implies that the hair has to react realistically as the girl moves. Otherwise it should just be called "hair" or "strand based hair". I don't want to have to style the hair for every picture. I want to be able to set up a hairstyle that will work on the same girl in several different renders where she's standing up, bending over or doing a handstand - and I want the hair to be recognisably the same hair. That means I have to have working dynamics. If you style the hair to hang down, then when you turn your person upside down, the hair points straight up into the sky. That's not what "dynamic" is supposed to mean. When I say I find the hair room slow to use, I mean in terms of the interface design, not in terms of the speed of dynamics calculations or rendering. The face that I can't copy all of the settings from one hair group and paste them to other hair groups frustrates me no end for example. I don't get the lockups or super slow rendering other people report. In fact, I find that dynamic hair renders not much slower than transmapped. I agree that the hair provided with P5 is all built like solid rock so that it hardly reacts to movement at all, but I make a different guess at why that happened. CL asked several well know independent content providers to make that stuff. I think the hair is the way it is basically becuase those people didn't have much time to really get to know the program first, were operating without much guidance on how they should build the hair and are mostly people that work with still images and are used to making rock solid transmapped hair - so their heads just weren't in the right space for tackling something dynamic. I find that if I work at it hard enough, I can get the sort of dynamics I want out of the hair room. Collisions even work for me to the point of stopping the hair going through the head to a reasonable extent, though I can't get it to collide properly with other objects, such as chairs, tables or the floor.


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