ir opened this issue on Apr 02, 2007 ยท 49 posts
amacord posted Tue, 03 April 2007 at 9:52 AM
basically import the .obj, parent it to actor head and save it to libraries/hair. of course there's no bones then, this prop will be as stiff as a gun barrel. but that's where mags show their power...;) personally i never use conforming hair. it's this "wrapped-around-the-neck" thing..... if you want to keep existing morphs it's a bit more complicated. but just a bit: - load the hair in a new scene. - make sure that all dials (morphs, trans and scale - whatever) are zeroed. - export the figure as "*.obj". include all actors. in export options check only "weld identical vertices" and "include existing groups". - then set the first morph to "1.0" - export it with the same options as before, and use the morphs name. - same for all the other morphs. - when you have all morphs, import the first obj. (the zeroed hair) - with object properties/add morph targets you can assign the exported morph.obj's as morphs. (sorry, my english isn't good enough for sentences like this...) - load your v4, parent the prop to actor head, safe it to libraries/props. - amen. what sounds sooo complicated is in fact boring but simple. less than an hour's work, i'd say. with the creators permission (i don't have this hair) i could make it for you, but it's quite unlikely that he will agree. try your luck and ask him..... A.