Editing Strand Based Hair

Okay. I decided to give DAZ's strand-based hair system a go. And since I've been toying with the idea of making a barbarian outfit, I thought that such a system would be great for making the furry parts of the garment.

Just one problem. I created a set of hair and it didn't look right. And I can't figure out how to get back in and edit said piece. So...okay. Call me stupid, but...how do I go back in and edit this thing? And please don't tell me that I have to start from scratch!

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,443
    edited January 2020

    Edit>Object has two commands for launching the Strand Based Hair Editor, with the hair selected.

    Post edited by Richard Haseltine on
  • Sorry to resurrect this, but is there also a way to edit the newer versions of strandbased hair with this, when it was purchased from the store? Like for example the Kunoichi Hair, that was release recently? When I try to do it with the above mentioned method, it does not recognize it as strandbased hair.

  • crosswindcrosswind Posts: 7,270

    It's not possible to edit SBH products from the store by using SBH Editor in DS ~~

  • lilweeplilweep Posts: 2,529

    Strand based hair can mean many things on the store. The only hair you can edit with SBH Editor are the ones that show in Scene as the hair strand icon.  Very seldom are hairs on the store in that format.  Usually they are just in the figure format.

    I wonder if it is possible to export solely the guide strands of the SBH and make morphs for them in another software.  That seems like it should be possible because those guides (and the scalp) are the only 'real' parts of the SBH. The rest are interpolated hairs.

  • crosswindcrosswind Posts: 7,270
    edited September 7

    SBH created by user-oriented SBH Editor has totally different definition of geometry data from the SBHs made by PAs from the store. The geometry data of the former is an encoded string (no matter in DSF or DUF) which can be only read and decoded by SBH Editor, while the latter has the traditional definition of polygonal mesh as well as weight, etc. And users have no way to create morphs on both of them (by now)... The only way is to deform them by using DFormer.

    Then, if manipulating the latter by exporting / importing or whatever ways, then it is not an SBH anymore.. but just polylines. Only PAs have the tools to add PR/PS properties as well as dForce modifier... onto the SBHs made by them ~~

    Post edited by crosswind on
  • PAs could distribute SBH without making it dForce, but I am not sure that they would (it leaves more for the user to do than would perhaps be deemed acceptable in a purchased product).

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