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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: Making great hair


jbearnolimits ( ) posted Mon, 28 July 2014 at 7:27 PM · edited Wed, 05 February 2025 at 4:41 AM

I have been looking for hair for some figures I have in poser 8 but so far most don't seem to be very flexable. I would like to be able to make a character with good looking hair (real looking) that will act natural in an animation. Is there any information out there that can help me find out how to do this?

Oh and about the hair room...I know how to make hair, but getting it styled and animated is different. All I can really do right now is grow it.


RedPhantom ( ) posted Mon, 28 July 2014 at 7:45 PM
Site Admin

Hair is poser's downfall. Transmapped hair can look very good, but it don't animate well. Dynamic hair can be animated, if you can get it styled and have the time to run the simulation.

Quote - Oh and about the hair room...I know how to make hair, but getting it styled and animated is different. All I can really do right now is grow it.

That's about all any of us can do with ease. The hair room needs a major overhaul.

Here's one method I use to make hair.  I was actually able to tie the hair into a knot with it. There's both an explaination and a soundless youttube video link. I don't know why the sound didn't work.

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2878471&page=1

These links are for a script that aides in stylinh hair. The 1st is a link to where the script is, the second is a thread that talks about the script and the third is a link to some unofficial instructions for the script.

http://www.morphography.uk.vu/~cagepage/looper/loopy.html

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2798819&page=17

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2798819&page=21#message_4020156

We also talk about it some in the recent pubic hair thread.


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Gremalkyn ( ) posted Mon, 28 July 2014 at 8:33 PM · edited Mon, 28 July 2014 at 8:35 PM

Content Advisory! This message contains nudity

The girl in the video is not wearing much - a tee and a bikini bottom.  While she is not nekkid, you have been warned.  (Not sure if this needs a thread flag, so I flagged it anyway).

This is a YouTube video I have in my Animations favorite folder:

https://www.youtube.com/watch?v=po5EF1PwtXs&oref=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Dpo5EF1PwtXs&has_verified=1

This is the description (bold mine):

"The sexy manga dancer is a 3d representation rendered in Poser Pro 2010. There are 1658 frames. All of the poses came from Stimuli's BVH files that have been overused, but they give the best display of motion I have seen. There are three hair props, one large and two small props. The largest prop was created with collisions on for the head and neck. It took over 65 hours to calculate. The other two props were done with no collisions and were created fairly quickly."

Yes, it says over 65 HOURS for the one prop.  Just so you can plan ahead. :)


jbearnolimits ( ) posted Fri, 01 August 2014 at 5:01 PM

Hey guys, I actually found a really good tutorial about doing hair calculations and how to style. I was able to learn it very easily and now have my base figures setup to make hair quickly by adding hair groups to them.

I also wanted to give some advice to people on how to make their groups. I did a search on google for how to style hair and ended up finding an image used to train people who do it for a living. They divide the head into squares and work with them in order.

So I made my groups like that and I find that it is so much easier to style.

Here is the link to the tutorial on calculations. http://www.infiniteskills.com/training/learning-poser-10poser-pro-2014/hair-groups-and-styling.html


shvrdavid ( ) posted Sat, 02 August 2014 at 6:08 AM

Quote - ...Transmapped hair can look very good, but it don't animate well.

If you are using 2014 Pro, this is not always the case. You can set up a physics sim to animate conforming hair. Obviously not all conforming hair will work for this and some experimentation is required depending on how the mesh is built. 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.



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Cage ( ) posted Sat, 02 August 2014 at 1:55 PM · edited Sat, 02 August 2014 at 1:59 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.


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