Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)
I sure hope Doc is planning to anesthetize NSG for this tutorial. For the sake of compassion, he should have a numbskull.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
In this tutorial thread, punning is one way to get a head, Considering his lack of education, It's good to see NSG going back to skull.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
We just need to make sure he stays away from those anime girls in their cute little Japanese skull-girl uniforms.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
Hi pookah69,
You do not need skullcaps to "grow" hair on a Poser figure's head.
You can "grow" hair on anything in Poser that has 1 or more polygons.
The reason to make a skullcap and "grow" hair on it rather than the head is ...
The hair (on the skullcap) is a separate object and can be used on different figures, with proper fitting of course.
Ok?
Good question - BTW. ;=]
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Okay, This raises some questions: 1. Is the skullcap now a savable prop? 2. Is the hair growth group only constrained to that skullcap (I.E. a part of the same prop) 3. Can the skullcap be pulled into - say 3DMax and/or Maya and altered, or does that change the dynamics of the cap/head relationship? Someone mentioned Polys, what is a good rule of thumb for a poly count in a skullcap (or any cap for that matter?)
As for polys...the Genesis hair skullcap has about 200 polys. I've seen as few as 8 used. IME, CL recommended way too high a resolution back when P5 was released. The dynamic hair they included with P5 was so high-res that it didn't work properly in the Hair Room. For a long time, people thought collision detection was broken. Actually, it isn't. It works fine. You just have to use a resolution low enough so Poser doesn't choke on the calculations.
And I think CL understands that now. In P5, the skullcaps for the included dynamic hair had over 1,000 polys. That's just too much, even for the best computers. In P6, the skullcaps have only about 100 polys. Much more manageable!
Image is dynamic hair grown on the Genesis Hair skullcap. Collision detection is working, as you can see by the way the hair lies along the shoulder. If I'd gone higher-res, the hair would be passing through her shoulder at that point.
Thanks for the info :) Okay so I make a skullcap, I make the hair groups, then I descide that the cap needs just a little tweeking to get an area right. I pull it into 3DMax, move some things around and bring it back into Poser... What happens to the relationship between the original hair growths and the new skullcap? Is that broken basicly making it so a person has to start over in the hair growth aspect, or will they still apply as before?
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Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019