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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 21 1:30 pm)



Subject: P5 Hair Question for Kupa et. al.


Spanki ( ) posted Thu, 22 August 2002 at 11:16 PM · edited Tue, 19 November 2024 at 6:59 PM

In the P5 reference manual (thanks, btw!) there is a note that says: "For Poser 5 hair objects, you must either save a Poser Scene file (pz3) with your hair object in it or grow hair on a prop and save the prop to the library palette..." ...does that mean that there won't be any way to 'save hair presets'? Ie. will we be able to (easily) sell or otherwise exchange strand-based hair presets? If so, how? Do I have to package up a ball with hair on it and have the recipient somehow get the hair off onto thier character? ;) I understand that the polygon/grouping info is needed, but it seems like all the rest of the data is just parameter info... do we need to wait for someone to write a parsing app to extract the preset/parameter info? (did I just give away my next programming project? ;). Did I miss something in the manual? P5 Hair-stylists await your answers ;).

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Spanki ( ) posted Thu, 22 August 2002 at 11:21 PM

I guess I should read the whole manual before asking ;)... I now see the section that talks about skullcaps... will we be able to (legally) exchange skullcaps?

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Little_Dragon ( ) posted Thu, 22 August 2002 at 11:24 PM

Poser 5 comes with form-fitting skullcaps for the figures, from which we can have the hair grow; no need to grow it on a ball, unless that's what you want. Dunno about the rest, particularly distribution; I'm only halfway through the manual, myself.



Nosfiratu ( ) posted Thu, 22 August 2002 at 11:34 PM

I can't see a problem with skullcaps, that's why we put them in there. And you can create your own "caps" for any body region you want. If you do that, I'd recommend subidiving into higher poly count items so as to make the hair growth more realistic. Just spawn a prop, make smaller polys, bring it back in, and grow hair on it. And of course make the cap invisible or transparent so it doesn't affect your render. Anthony Hernandez Curious Labs PS - HALFWAY? wow...


Spanki ( ) posted Thu, 22 August 2002 at 11:39 PM

I guess my concern is that the skullcaps would 'include copyrighted geometry'... not that that geometry would be useful for much of anything else, but I wonder what Daz (for example) thinks about use lopping off Vicki's skull to distribute with hair on it? Speaking of which, are skullcaps included for Daz's figures too?

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quixote ( ) posted Thu, 22 August 2002 at 11:46 PM

Has the EuLA changed significantly? Are we going to have the same problems we had with Daz a few months ago? I must admit, that it does seem to limit some of the more creative modelers here. I may be wrong... It's a bit late here to interpret the legal stuff. Halfway...Jeez. Q

Un coup de dés jamais n'abolira le hazard
S Mallarmé


Little_Dragon ( ) posted Thu, 22 August 2002 at 11:53 PM

Three-fifths of the way now .... Pretty good read, thus far. I've spotted one PDF formatting error (a missing chapter-link). Bah, we can make our own high-res skullcaps for DAZ's figures from scratch, if need be ... the more vertices the merrier.



Nosfiratu ( ) posted Thu, 22 August 2002 at 11:59 PM

The EULA has indeed been modified, yes, and we do not anticipate any legitimate artist having problems. As the EULA states, "It is not Companys policy to unreasonably restrict or inhibit other persons or entities creative or commercial activities." As for skullcaps, we created them precisely to enable folks to sell their stand-based hair. :-) Anthony H.


Nosfiratu ( ) posted Fri, 23 August 2002 at 12:01 AM

LD, if you could shoot that problem over to docs@curiouslabs.com, I'll jump right on it and thanks! :-)


Little_Dragon ( ) posted Fri, 23 August 2002 at 12:08 AM

Uhhmm ... it was quite a few chapters back. I haven't been using the links yet, since I'm reading the manual cover-to-cover, so I didn't pay much attention. I'll make a note of the page number on my second read-through, and let you know.



Spanki ( ) posted Fri, 23 August 2002 at 12:35 AM

Ok, I just finished reading the chaptor on hair... I see that you can specify the total number of hairs, which I assume are evenly distributed over the hair 'group' in question. But I'm assuming that the number of 'guide hairs' is tied to the number of polgons in the group? One guide hair per polygon? (I didn't see anything in the manual that states that).

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Spanki ( ) posted Fri, 23 August 2002 at 12:37 AM

ermm... chaptor = chapter ;)

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Nosfiratu ( ) posted Fri, 23 August 2002 at 12:37 AM

Right, which is another reason why skullcaps, etc. are a good idea. You sure that's not in there? I'll have to check. If not, it may be good to add it.


Spanki ( ) posted Fri, 23 August 2002 at 12:39 AM

Thanks. Well, I am skimming around a bit (skipping to chapters about new stuff), but I didn't see anything like that in there.

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Little_Dragon ( ) posted Fri, 23 August 2002 at 1:08 AM

I didn't notice, either; I just assumed that's how it works. I learned about guide hairs while watching documentaries on the remake of Mighty Joe Young. Seven-eighths .... :)



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