making Genesis hair fits (from Gen4 hair)
assmonkey
Posts: 0
Has anyone been able to do this with their own personal stash?
Like, instead of using auto-fit, you did something else. I sort of want to start converting my items over for genesis. But i"m not even sure how.
Do I use the transfer utility?
Or is there a video showing how to transfer V4/M4 over to Genesis (other then the auto-fit) I saw it with clothing, not sure if it's the same thing or not
Comments
I just parent it to genesis head, (load into scene without having genesis selected) Then adjust the transition and x,y and z scale till it fits tight then add on collision smoothing, that ensures it molds to the head. Keep the value at around 3.This way all the morphs stay intact as well. Autofit sometimes distorts the hair, but you can do it that way if the hair is located under character. If it is located under hair, then have genesis selected and load it and just re-position it . Then turn on smoothing against genesis.
I don't see the smoothing thing...
And I'm also hopinf maybe someone will come around and say how to make a "fit to genesis" morph or something
Select the hair. Now go edit, object, geometry, apply smooth modifier. Then in the parameters tab, under mesh smoothing, set the collision item to genesis. http://www.youtube.com/watch?v=gBGzfNgfdyo set smoothing to 3 and collision iterations to 3 for hair. You can go higher but those values should work fine.
Oh, right, I forgot I had to add the smoother thing. Thanks for that.
Now to see if anyone else pops up with another way
That's what i do also. unless you are going to re-rig a hair figure, this is the easiest way.and considering a big portion of hair products are not figures, it makes sense.
RAMWolff's thread on converting hair props (PP2/HR2) to conforming Genesis figures.
It's not terribly difficult, but it is a bit fiddly. There are also some that simply don't work. Also, hair that has long chains of easypose bones, or something like that, won't work, because Transfer Utility gets rid of extra bones by design. (There's a way around that, but it doesn't seem to preserve function along with the bones most times.)