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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: Dynamic Hair + Dynamic Cloth


tastiger ( ) posted Mon, 25 April 2005 at 7:40 PM · edited Sun, 29 December 2024 at 6:05 PM

Yesterday I was working with a figure that had dynamic hair, as it was a character for a RPG, the person who wanted the image also needed a cape with the hood up on this figure. I tried using PhilC's Romantix cape - but I had no joy - couldn't stop the hood from going through the hair, no matter what combinations of "collide with" I tried Does anyone know if it is possible to have collisions setup this way? Or is it just a Poser thing that we will have to live with?

The supreme irony of life is that hardly anyone gets out of it alive.
Robert A. Heinlein


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byAnton ( ) posted Mon, 25 April 2005 at 10:51 PM

Just a fudge workaround, Nut you could try a invisible ball parented where the hair top is and have it collide with that.

-Anton, creator of Apollo Maximus
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tastiger ( ) posted Mon, 25 April 2005 at 11:08 PM

Thanks Anton - that was my thought - not ideal really though is it. Guess we can't have too much realism in Poser just yet. Must be something to do with dynamics.. Any techies out there know (as Julius Sumner Miller would have said) - Why is it So?

The supreme irony of life is that hardly anyone gets out of it alive.
Robert A. Heinlein


11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz   3.50 GHz
64.0 GB (63.9 GB usable)
Geforce RTX 3060 12 GB
Windows 11 Pro



Dale B ( ) posted Tue, 26 April 2005 at 10:15 AM

Most of what you see of the hair is a runtime generated effect. The only real, persistent polybased 'objects' in a hair piece are the actual guide hairs. Even if the guides are made rigid enough to support the actual weight of a dynamic cloth prop, the rendered hair is generated radially from the guide hair, so some of it is going to show through the cape no matter what you do. The helmet is one standard solution; Another is making the actual hood rigid, except for the cowl folds around the face. A third option is to build a low poly invisible border within the hood, and generate the bangs or sweep that the character has without the hood, and 'cheat' (which tends to be the way the pro's do it anyway).


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