jacksilverburgh opened this issue on May 01, 2005 ยท 7 posts
jacksilverburgh posted Sun, 01 May 2005 at 11:28 PM
templargfx posted Mon, 02 May 2005 at 2:01 AM
the skullcap is inside the head, so you will need to either scale it so its outside the head, or use magnets, whichever works best. as for the hands and other body parts, thats easy. choose the body part (say hand) and check collision detection, then to apply that to all the fingers and bits, click apply collision setting to children. generally it is a bad idea to have colliison detection set on the head (I use low-res spheres positioned and scaled to the general shape of the head(ensuring that no part of the spheres are touching the skullcap so you dont get calculation problems!)
TemplarGFX
3D Hobbyist since 1996
I use poser native units
randym77 posted Mon, 02 May 2005 at 5:51 AM
The skullcap is supposed to be inside the head for dynamic hair. That way, the hair looks like it's growing out of the skull. Otherwise, it will be very fake-looking.
The skull showing through is often a problem with dynamic hair. Try increasing the hair density and strand thickness. Another possibility is to add a hair group along the hairline. You can make that high-density, while leaving the rest of the hair low-res.
I guess the ideal would be skullcaps textured for dynamic hair. But I haven't seen any of those.
templargfx posted Mon, 02 May 2005 at 6:35 AM
I have a skullcap with a texture on it that looks like hair, its very handy for creating dynamic hair because the scalp never shows through, I dont use pre-made dynamic hair, and this is the only skull cap I use, I guess I thought they were all like that, oh well.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
randym77 posted Mon, 02 May 2005 at 6:41 AM
I would think you'd need several different skullcap textures, for different color hair. Brown, blond, red, black, maybe gray. If someone made a pack like that, I would buy it. As long as it was low-res enough for dynamic hair. Say, under 300 polys.
Jack, collision detection may or may not work with hands. A low-res figure and hair are very important with dynamic hair, or Poser chokes. I don't know if collision detection would work properly on mesh as complex as hands. It probably depends on how powerful your computer is, and the resolution of the hair/models you are using.
templargfx posted Mon, 02 May 2005 at 6:46 AM
download nerd3d's free hand "gloves" things they work great, and are designed for dynamic calculation!
TemplarGFX
3D Hobbyist since 1996
I use poser native units
randym77 posted Mon, 02 May 2005 at 10:08 PM
I looked at Nerd's web site, and found some "mittens" meant for dynamic calculation. Are those the items you're talking about? I don't think they'd be suited for this sim, because it looks like he's trying to get the hair to run through her fingers. Mittens won't work for that.