Forum: Poser - OFFICIAL


Subject: Fiber Eyebrows and Movement

somnulus opened this issue on Jul 15, 2019 ยท 26 posts


an0malaus posted Sat, 27 July 2019 at 3:30 AM

True, the hoops I had to jump through (writing a python script to save body parts as props with hair groups) were worth doing for very short hair/fur (which would include eyebrows and lashes) which would not always need any simulation applied, since its movements will be far less visible than long head hair. Modifying the figure's CR2 to refer to saved props spawned from the figure's body parts with the hair groups added is not something that Poser does automatically, but with a simple script run, and one-time edit of the CR2 to refer to those saved props, directly grown, short strand hair like fur or eyebrows or eyelashes works very well.

I would not argue for such a process for long hair which needs simulation. All the points you make about low poly scalp props are effective precisely because very few facial morphs affect the scalp area, so one can easily get away without the long hair needing to accurately follow facial expressions. Skullcaps also give better collision simulation performance, indeed there were early props which covered head and shoulders to save calculation time in simulations, especially for high poly figures like V4.

I do see where you're going with the cloth simulation idea, though. That certainly avoids morph transfers or figure modification if one is prepared to do the extra simulation, or are you saying that the hair simulation won't be required...

Definitely worth pointing out that possible workflow. I know I get focused on methods I've spent a while getting to understand and implement successfully, so other options are always welcome. I was desperate for a SuperFly solution, since I used to use micro poly displacement in Firefly to simulate fur, which doesn't work without stupid levels of subdivision, currently.



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