Forum: Poser - OFFICIAL


Subject: Making great hair

jbearnolimits opened this issue on Jul 28, 2014 · 6 posts


Cage posted Sat, 02 August 2014 at 1:55 PM

Quote - If the hair is long, you may have to play around with the hulls (Possibly add more of them) to get the collisions to work right.

Can you elaborate on this?  I thought the hulls were just proxy objects for the collision actors, calculated internally during the simulation.  How does one set up additional hull objects?  This could be useful knowledge.  :laugh:

Is there a guide or tutorial anywhere, for setting up different types of hair for Bullet softbody simulation?  I've been using simulated hair props, but they're solid, airtight geometries and not composed of separate strips like most Poser transmapped hair.  There's a thread at RDNA where a user is seeking help making transmapped hair dynamic, too.  (http://forum.runtimedna.com/showthread.php?91827-Bullet-Physics-and-Hair)  Poserdom could use some kind of tutorial for this, if one doesn't already exist.  :unsure:

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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.