English


Profile Picture

Daz hair to iHair using Pipeline FBX

Posted By rcsinger29 11 Years Ago
You don't have permission to rate!

Daz hair to iHair using Pipeline FBX

Author
Message
rcsinger29
rcsinger29
Posted 11 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)Distinguished Member (7.3K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 782, Visits: 3.2K
If you have 3ds max and would like to create or import your own hair meshes or you'd like to make daz exported hair into iclone iHair but you don't have the g5 template, you can do so with pipeline and FBX.

Simply export a character FBX from 3dx pipeline (default Gwynn or chuck works just fine).
It's easier if you choose a character that already has a hair mesh.

Import the character into 3ds max
Using the list, select each body part and rename the Part_upper/lower etc to RL_upper/lower etc until each body part is renamed. You can simply replace the word "Part" with RL.
Be sure to get the downteeth, tongue, and upper teeth as week as the "hair" (not HairMesh) parts. Delete the existing RL-Hairmesh.

Once all body parts are renamed (this is necessary so that 3ddchange will see the character as a standard character), import your new hair and rename it RL_Hairmesh.

Perform any desired edits and resize to the avatars head.

**this part is not absolutely necessary but provides better interactivity inside iclone.

Change the pivot of the hair using the hierarchy panel to the center of the object, then click the "align" tool. Select the RL head bone and RL-Hair dummy and click "pick". Then select all axis' of the move and rotate checkboxes to align the pivots of all 3 items.

***from this point on, all is necessary***

Select the HairMesh and click "link" (the chain button) and select the RL-Hair dummy from the list.

I deselect the link button and then check the list to make sure the new hair is linked to the RL_Hair dummy.


Add the skin modifier to the hair and select the head bone (and neck if needed).

Once this is complete, export the character using FBX.

Import the new character into 3dxchange, you may need to apply the smoothing tool (at least to the hair as we will be discarding the avatar.

You can select -apply to iclone- and verify that the hair button is selectable under avatar.

If it is not, review your steps to ensure all parts are renamed, hair is linked and skinned.
If so, save your net hair to your library.

The character is no good as the body parts do not properly connect with each other, but the hair works perfectly.

-note- with Daz hair that is layered strands, certain lighting causes shadows to be displayed from one layer to another causing undesirable appearance. An easy fix for this (when using bright lighting) is to turn up self illumination to a high level on each layer and turn down the brightness a slight bit on each layer, then use opacity 0 on the scalp. Just keep in mind that in darker lighting, you will need to decrease self illumination.

I prefer using this option over the prop/accessory option.

If upon re-aligning the hair for different generations causes in-natural stretching to occur, simply select the reset button under the transform controls in the modify panel of iclone and the hair will return to its original size and will scale and transform correctly.








Reading This Topic

0 active, 0 guests, 0 members, 0 anonymous.
No members currently viewing this topic!