Khai-J-Bach opened this issue on Aug 27, 2010 · 1684 posts
DisneyFan posted Fri, 03 September 2010 at 1:50 PM
That's true, if you're looking at the original prop you're growing the hair on, rather than the hair itself. I guess it depends on if you want to recreate each finished hair (or guide hair), or just mimic the parameters Poser uses to grow it on a prop, and create it from that. The hair does actually exist as a physical object, after it uses the parameters from the hair room to grow it.
Just to make sure I'm making sense, here's a visual representation. The top bit is from the actual .pz3. I used the ball prop I used before, but used a text editor to reduce the growth to one hair, to simplify things. (You could do that in Poser, if it let you select growth groups by vertex, rather than by polygon, but it doesn't work that way, except in the cloth room. But this works just as well.)
Anyway, as you can see, it actually stores the hair as geometry, rather than as a bunch of paremeters attached to the main prop, from which to grow hair. From my experiments, you actually can have hair parented to a prop that it was not grown from, yet still be viable, and styleable - the caveat being, you can't mess with the growth controls, because it's got no source to grow on anymore. As far as the renderer is concerned, it doesn't actually care what you grew the hair on. As long as it's parented to something, it's happy.
If you can figure out how Poser takes the data from the growth controls and the styling controls, and turns it into the geometry that's actually in the prop, then maybe it would be the better route to recreate that. Otherwise, the only option is to analyze the finished product.
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currently using Poser Pro 2014, Win 10