hair being pulled in at neck

Jenkins3DJenkins3D Posts: 106
edited November 2023 in Daz Studio Discussion

I have noticed recently all of my hairs for my G8F's are becoming slightly deformed at neck height around the head once fitted. Back, sides etc. Its a bit annoying and I was hoping to find out what is causing this. Thanks!

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Post edited by Jenkins3D on

Comments

  • Select the hair and use the join editor tool. In the join editor you can select what you want to affect the hair, ensure you unselect everything but head.

  • Are they hairs made for the figure? Is there a morph aplied which scales the head?

  • crosswindcrosswind Posts: 6,987

    Try to: select the hair in Parameters pane, Show Hidden Property, Zero the hidden property of the character's head morph.. Or, just parent the hair to your character's head.

  • DartanbeckDartanbeck Posts: 21,572

    Learning new stuff! Cool! I always blame weight maps, in which case I open the hair (or whatever) hierarchy to get to (in this case) the neck, seledct it and with the weight map tool, check the General Weights map - see what's going on. In this case, if you wanted the tail to follow the head more than the neck, paint that area on the neck a little while holding the Alt key to dominish the neck's affect, or select the head in the hierarchy and paint a little without holding Alt.  I get weird issues sometimes with auto-fit and that's the method I've been trying, but I'm not that great at it ;)

  • TheKDTheKD Posts: 2,691
    edited November 2023

    yeah always get these kinds of problems, I just started parenting instead of fit to for all hairs. Bit of a pain, but I save the character out with their hair so I only have to do it once, unless I want to switch a character's hair to a different one for some reason

    Post edited by TheKD on
  • crosswindcrosswind Posts: 6,987

    Dartanbeck said:

    Learning new stuff! Cool! I always blame weight maps, in which case I open the hair (or whatever) hierarchy to get to (in this case) the neck, seledct it and with the weight map tool, check the General Weights map - see what's going on. In this case, if you wanted the tail to follow the head more than the neck, paint that area on the neck a little while holding the Alt key to dominish the neck's affect, or select the head in the hierarchy and paint a little without holding Alt.  I get weird issues sometimes with auto-fit and that's the method I've been trying, but I'm not that great at it ;)

    Right ~ weight is a tricky thing, hoho ~. I used to do the same as you do but then I found even if I repainted the weight on the Base shape, after joint roations of the hair was triggered by Posing, distortion was back in most of the cases...

    Then I learnt from my PA friends - the best way is to fix character's FHM on the hair as well as the needed pJCMs. But for most of the users, zero FHM or direct parenting may be pretty straight-forward. laugh 

  • DartanbeckDartanbeck Posts: 21,572

    crosswind said:

    Dartanbeck said:

    Learning new stuff! Cool! I always blame weight maps, in which case I open the hair (or whatever) hierarchy to get to (in this case) the neck, seledct it and with the weight map tool, check the General Weights map - see what's going on. In this case, if you wanted the tail to follow the head more than the neck, paint that area on the neck a little while holding the Alt key to dominish the neck's affect, or select the head in the hierarchy and paint a little without holding Alt.  I get weird issues sometimes with auto-fit and that's the method I've been trying, but I'm not that great at it ;)

    Right ~ weight is a tricky thing, hoho ~. I used to do the same as you do but then I found even if I repainted the weight on the Base shape, after joint roations of the hair was triggered by Posing, distortion was back in most of the cases...

    Then I learnt from my PA friends - the best way is to fix character's FHM on the hair as well as the needed pJCMs. But for most of the users, zero FHM or direct parenting may be pretty straight-forward. laugh 

    So cool learning stuff!

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