Can Garibaldi hair be made dynamic in DS?
Sand3
Posts: 99
So from the tutorials I've watched and what I've read, Garibaldi Express for DS seems to be particle-based hair which would seem ready and waiting to be made dynamic, but I'm not having trouble finding anything that addresses that specifically. I'm not really planning on animating, but I'd like to be able to put in wind or something for movement. Also, the tutorials I've watched are all short hair being styled on an un-posed figure; if I'm doing long hair, will it be easy to move around the character or pose for action shots?
Comments
For static images, you just comb the hair to suit the scene conditions. I've posted numerous images in the commercial thread with long and wind blown hair.
As for dynamics, Futurebiscuit said, in another thread recently, that he has a soft body system half built - so, yes, the hair can be animated at some time in the future.
Currently there are no dynamics in Studio, other than the Optitex stuff (mostly clothing, but a few other things like flags and tablecloths...and a couple of hair styles...more like dynamic head scarves that look like hair).
You might want to check out Carrara.
Oh that is good news! There's only two (maybe three?) Optitex hairs and they're never going to be quite as lovely as proper hair dynamics.
would it be possible to keyframe hair changes? so if they guy tilts his head, we can manually comb the hair for like frame 30 and keyframe the new combing?
So you can pull the posed figure back in to the styling area to make adjustments?
Yes.
Shape and pose your character the way you like in DS. Make sure the hair is selected and go to edit Garibaldi hair. In the setup pane, at the bottom, is a button called "update surfaces". Press this button and the figure will update to the new shape and pose.
Now you can restyle the hair to suit the scene.
As I understand key framing, you set the start pose in one frame, skip forward a suitable number of frames and set your end pose. The animation app interpolates the difference and creates a smooth transition from start pose to end pose.
As far as I know, that won't work with the hair without soft body physics - but I don't do animation so I could be wrong about that.
In any case, you could always go old school animation and set up each frame individually. :lol:
As I understand key framing, you set the start pose in one frame, skip forward a suitable number of frames and set your end pose. The animation app interpolates the difference and creates a smooth transition from start pose to end pose.
As far as I know, that won't work with the hair without soft body physics - but I don't do animation so I could be wrong about that.
In any case, you could always go old school animation and set up each frame individually. :lol:
i'm 50 already. i prolly don't have that kind of time left, :lol:
Ahh, you kids these days - so impatient. :lol:
with some work it can be animated somewhat using daz dynamics. It can be placed on a dynamic hat or any dynamic item that doesn't have geometry switching (which causes a no geometry error when creating the hair).