Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 01 9:10 pm)
Thought the same thing as well, but have not given it a try yet. Also, saw in another thread where someone suggested adding a few strands to the transmapped hair so that you sort of had the best of both worlds. Seemed like a good idea, but haven't tried that yet either. Finding myself behind the 8-ball on the learning curve with P5.
Finding myself behind the 8-ball on the learning curve with P5. Just "play" for a couple of weeks, for the pleasure of it. :) You wouldn't even realise you're learning something then. Once you're ready, roll up your sleeves and be a bit more deliberate in what you're trying to learn. I found this is the fun way of doing it and gives minimal frustration!!! :) I love the hair room by the way... wish I had poser 5 here right now... can't wait till I get home. :)
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a sweet disorder in the dress kindles in clothes a wantoness,
do more bewitch me than when art is too precise in every part
I have had a quick 'play' with this idea but it does have a problem... Because most transmapped hair props are double sided the collision routines for the cloth get somewhat confused (as far as i'm aware collisions are only calculated using the back face of the objects) and also some of the vertices on the hair prop can be inside the figures head - further straining the calculations. As I said, I had a quick play and with a little carefull use of the constrained group reasonable results can be had but it takes a Looonnnnngggg time to calculate the simulation (because of the above mentioned reasons). Best bet is to give it a try. No doubt someone will start creating single sided transmapped hair props before too long for this very purpose. hmmmmm..... thinking about that.... time for a little 3ds work me thinks!
heyas; i messed with it a bit. btw, the trans-mapped hair does not HAVE to be double-sided. in fact, i can't render double-sided meshes in p4, anyway. now in order for the cloth hair to fall, fold, and collide properly, it needs to be pretty high-res. to get any decent depth with trans hair, you need several layers. okay, it isn't 20,000 strands with 20 points each, but the vertex count starts getting up there. the strips/plates/layers/whatever you want to call them; they can't start inside the head, or intersect any of the mesh of the body you want to drape it on. haven't tried making it self-colliding, so i don't know if that is better, or how much longer it takes to do all that. that's about as far as i got, my hair looked pretty crummy.
I've had variable success. Koz's early hairs such as the Nene hair work fairly well if you position them carefully enough. And I've had some luck with Confusius' Morphhair 2 and a couple of others. The trick is to experiment a bit. Sometimes you need to run a bead of vertices down either side of the hair part and make them choreographed (so they stick with the head in any animation). Also it's not necessary to drape hair from zero pose unless the pose has a head position that's really weird. Lately I've been using P5 hair on P4 models rather more than P4 hair on P5 models.....
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From what I've seen, the Hair Room produces a stringy effect. Good transmapped hair is still hard to beat (so far). I was thinking clothified hair would be the next step in the transmapped hair evolution. I haven't got around to trying this yet, but wondering if anyone else has and what, if any, examples or lessons they could pass along.