Sivana opened this issue on Nov 10, 2011 · 130 posts
Cage posted Sun, 11 December 2011 at 9:08 PM
Quote - Or, can you export the hair simulation frame geometry in such a way that you can load that information back into the prop at the correct frame? I haven't looked into what a hair simulation looks like at a file level.
The internals of the dynamics file are mysterious and hidden from us. But the geometry of the hair is just .obj format using line geometry. The dynamics file, like that for cloth, seems likely to be like a series of morph deformations, present either as deltas or as actual vertex positions.
What you might be able to do is run the sim using the lower resolution, then spawn a morph target on the hair for each frame. Then to animate, set the vert count to the number of verts compatible with the morph, bake, raise the vert count, and repeat for each frame.
That is, assuming the morphs would still be present and valid after the vertex count has been changed. I think they should be, based on experiments with different methods of geometry switching in Poser.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.