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By Lamias - 6 Years Ago
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I was wondering now in CC3 which is the best way to import hair.
I remember in CC 1.5 and 2x that we used to import them as ccCloth, because it was easier to use them like that.
How do you import them now? As ccHair? As ccCloth? Do you convert them to accessories?
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By Kelleytoons - 6 Years Ago
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I think I answered you elsewhere, but as a rule I always import as hair for a variety of reasons, the most important being it's easier to fit it to the character (hair almost always requires some fitting when you use a new character). Another reason is it's just easier to categorize it that way (assuming you are keeping your content organized). For facial hair it does seem to conform better, as well.
As I've shown in several tutorials, there are times you need to convert it to an accessory and then back to hair to overcome some issues, but otherwise it's a nice category to use (I wish there were actually another category for facial hair so we could have that distinct).
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By Lamias - 6 Years Ago
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Yes, we discussed it below the tutorial that you mentioned. :)
Even in CC1.5 you used the hair category? I was under the impression that it had issues importing, and I always brought hair as ccCloth.
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By Kelleytoons - 6 Years Ago
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Honestly I don't know if I even imported hair back then -- can't remember (I'm THAT old :>).
I just know what I do nowadays.
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By Lamias - 6 Years Ago
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That's good enough for me.
I had many failed attempts on importing ccHair in CC1.5 and I now subconsciously avoid that category. I picture it as "really bad" in my head.
From my tests so far, maybe there is no reason to do that anymore.
I appreciate your info.
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By 4u2ges - 6 Years Ago
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Indeed, CC1.5 had a terrible bug, where bringing hair as *hair* would blackout viewport. It was partially fixed in CC2 and is no longer an issue in CC3.
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By Lamias - 6 Years Ago
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As far as I know, using ccHair means you can use only one piece of geometry, right?
So if I had to import a second hair to use simultaneously with the first (say a ponytail), the second piece should be brought in as accessory or as cloth?
Thanks for any input! :)
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By 4u2ges - 6 Years Ago
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Not really necessary. Hair can have more than one isolated geometry with separate UV and material, but joined into a single mesh.
RL ponytail hair:

But you sure cannot have 2 separate objects as hair. There is only one reserved *hair* slot in CC.
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By Kelleytoons - 6 Years Ago
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If you do have two "hairs" you want as one hair convert them both to accessory, select both, then Modify/MergeAccessory and finally transfer the weights to make them hair again.
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By Lamias - 6 Years Ago
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Yes that's what I meant.
Imagine that I import a short hair, and then I say "let's add a ponytail from a different hair on it". So I would have to convert the ponytail to an accessory and do the proccess that Kelley mentions.
Got it, thanks!
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By TonyDPrime - 6 Years Ago
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I import as hair also. One thing I do find disappointing is the hair morphs imported from Daz. I was very much looking forward to having a very flexible hair shaping paradigm to apply to all characters once inside CC3. But what happens is every time if you apply a hair, that transferred in with Daz morphs, to another character shape other than the original shape you imported in with, the hair itself is then distorted. It looks blocky at 'joint' points where the adjustable Daz morphs are activated.
So, say if I (1) import and transform a Daz hair with morphs on a G8F, then (2) save as a hair as a CC3 hair, and then (3) apply CC3 hair that to another differently shaped CC3-avatar outside of a base default G8F, the hair gets blocky at the morph-stem points.
G8F with G8F Hair

CC3 with same G8F Hair

I think CC3 tries to reconcile shape + morphability, but it makes the hair look jagged in a blocky way where the morph 'stem' is.
So, this stops me from importing hair in with morphs, that way I can keep the smoother shape and apply to any character with the smoother shape. However, of course then I cannot adjust the hair and morph it, so parts of it may cut in or pop through on the different non-default G8F-shaped mesh.
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