Dynamic Cloth Hair by Joe Bushido - ŠJoe Bushido, August 1, 2010 All of the content in this package was created by Joe Bushido You can contact Joe via his store on Renderosity.com any comments or suggestions are welcome as well as any problems with the product. Thank you for purchasing Dynamic Cloth Hair, the latest creation by Joe Bushido specifically for the Poser community. I really hope you enjoy it, and please look forward to future releases from Joe Bushido. **************************************************************************************** **************************************************************************************** ********************** I M P O R T A N T *********************************************** **************************************************************************************** **************************************************************************************** Watch the video tutorials on my youtube channel! http://www.youtube.com/user/joebushido You'll be glad you did!!!!!!!!!!!!! ****************************** SYSTEM REQUIREMENTS -Poser version 5 or higher This product has not been tested on MAC. ****************************** INSTALLATION: 1. Unpack the *.zip files you downloaded. 2. copy or move the un-packed "runtime" folder to your poser directory 3. When asked if you would like to overwrite files, click "yes to all" and you're done. ****************************** WHERE TO FIND "Cynamic Cloth Hair" in Poser: figures -->Joe Bushido --> Dynamic Cloth Hair poses -->Joe Bushido --> Dynamic Cloth Hair -Here you will find the Texture Options. Be sure to select the "head" body part before loading a color option. ****************************** BASIC USAGE/TIPS: ****************************** Loading Dynamic Cloth Hair: -Load Poser and load Victoria 4 -Load all the morphs, clothing, and textures you would like. -In the animation time-line, move the slider all the way to the right hand side. By default, it should be frame 30. -While on the end frame of your animation, pose Vicky however you like. You should now have a basic animation of her moving from the default pose on frame 1 to her render pose on frame 30. -in your library, browse to figures-->Joe Bushido--> Dynamic Cloth Hair: and double-click either "dchLowRes" or "dchHighRes" to load the figure. - On the top menu, go to "figure --> conform to..." and select "Victoria 4" from the drop-down menu. - You're now ready to set up the dynamics. ------------------------------------------------------ Setting up and calculating the Dynamics ------------------------------------------------------ -You will notice that the actual hair is composed of 2 props named "ThickHair" and "MediumHair". You will need to set up a seperate cloth simulation for each prop. -Select one of the props and click on the "cloth" tab in poser. -Once you're in the cloth room, click "new simulation". -Depending on the pose you are using, you may want to add some extra animation frames under "simulation range". This will allow the hair to settle into place after Vicky animates to her pose. -If you are using the low res hair, you may want to select "Object polygon against cloth polygon". This will prevent alot of poke-through in your calculation. However, it is unnessesary with the high-res hair. -WARNING!!!! DO NOT TURN ON "Cloth Self Collision".!!! It will GREATLY increase your calculation time and cause a whole bunch of problems. -Click "ok" -Click "clothify" and make sure the prop you selected earlier is already chosen for you. If not, select it from the drop-down menu. Click "ok". -Click "colide against" and in the resulting dialog box, click "add/remove" and click to put an "x" in the box next to "victoria 4". -If you have any clothing conformed to Victoria, you would want to select them from the same drop down menu. However, if the clothing is close-fitting, then you're probably best not to include them in the collision objects at all. -You will probably want to check-off "ignore feet collisions", but you don't have to check "ignore hand collisions" if you don't want to. Poses where the hands interact with the hair are possible, but if that's not what you're doing right now then ignoring hand collisions will save you some time in your calculations. -Constrained groups and soft-decorated groups are already set for you. And the hair has been optomizied to work with the default "dynamic controls", so don't worry about any of those. -The first hair-prop is now ready to calculate, so repeat those steps with the remaining prop and you're done. ----------Summary--------- -Select prop -Cloth room -New simulation -Set frames and collision type -Clothify prop -"collide against" Victoria 4 -done. -------------------------- -You can now either run each calculation seperately. This way you can have the computer do half the work, make sure everything's ok, then do the other half. OR, you can go to "Animation" on the top menu. "recalculate dynamics --> All Cloth" and Poser will do both calculations automatically. -Either way, you'll now have to wait until the calculation is done, so now would be a good time to take a break and step away from your computer. -Generally with a 30-45 frame animation, I find it can take anywhere from 5 to 10 minutes to calculate. -The High Res hair takes the longest since it has 4-times the amount of geometry of the LowRes hair, though the results are smoother with more accurate collisions. -I usually work with the LowRes hair primarily. It take less time to calculate, and though the results are not as smooth as the High Res hair, turning on "smooth polygons" in the render settings usually fixes that. -speaking of rendering.... ********************************** RENDERING ********************************** -Once the calculation is complete you will probably want to render your image. -If you did add extra animation frames to your simulation, then pick the frame that looks best and set up your lights and cameras and stuff to your liking. -If you would like to change the color of the hair; make sure you have the hair cap selected before loading the texture. This is the root of the whole system. -By default, I've turned "visable in raytracing" off in the object properties for each prop. If you would like your lights to cast a shadow of each strand of hair, then you can turn that on, but it will increase your render time significantly. -You may want to avoid lights that use "Ambient Oclusion" since they don't get along well with the hair, but that's your choice. -On the top menu, slect "render --> Render settings" and make sure "smooth polygons" and "use displacement maps" are turned on. -render your image... beautiful, no? ********************************** Other tips ********************************** WIND!!! -If you like, you can use posers "wind force" generator with your calculations. This way you can acturately simulate the effect of real wind in your scene instead of spinning a morph dial and hoping for the best. -to use it, make sure you're on the fist frame of animation and go to "Object --> Create wind force". -Move the litte fan so it's pointing towards Victoria 4. Think of it like a real fan, so point it in the direction you wan the hair to blow. -Set it's "range" so that it reaches the hair -set it's "amplitude" so it's as strong or weak as you like. -Usually, I like to have the wind turn on at a later frame of animation. For example: Say we have a 30 frame animation with 45 frames of dynamics. I'll set the amplitude to 0 on frame 1 AND frame 30, then increase it to 4 on frame 45. That way the hair will settle into place before the wind takes affect. Now, between frame 30 and 45, I have a range of options between no wind and lots of wind to choose for my render. -You'll find that using the wind force will produce results that are totally impossible with morph dials, and the beautiful thing is you just set it up, press a button and you're computer does all the work. Poke-through - Sometimes the hair will still penetrate Victoria's skin regardless of your collision settings. This is especially true of the low-res hair. There are ways to avoid/fix it. - while setting up the simulation, after clicking "new simulation", turn on "object polygon against cloth polygon". By default, collisions are based on the verticies of the cloth object and not the edges. So the edges will still pass by the skin while the verticies will not. Turning this option on will base the collisions on the the polygons instead, however it can increase your calculation time slightly. -If that doesn't work, then you can use posers "morph brush" to literally pull the offending area away from Victoria. Just make sure you make the brush large enough that the results remain smooth. -You can also use a magnet to fix the area, but I hate magnets so you're on your own there. -If THAT doesn't work, or you're unhapy with the results, then I'm afraid you'll have to fix the issue in Photoshop after you render. That one crazy hair strand. -Dynamic Cloth Hair is basically constructed of about 400 "ribbons" that are anchored to the cap. 1 or 2 of those ribbons can get a mind of their own and bounce all over the place. There are ways to fix that. -Turning on "object polygon against cloth polygon" works sometimes. -Under "collide against", you can set "collision depth" to about 0.5 and recalculate. -If neither of those do the trick, then Photoshop to the rescue. -OR, if you use Z-brush, you can auto-grop the hair prop, hide the offending strands, "delete hidden" and export back to poser. Colliding with additional objects -If you like, you can make the hair collide with anything. The ground, furniture, other figures.. whatever. -Just select them when you set your "collide against..." options. -However, there is a bug I stumbled accross when trying to collide with conforming clothing... A BUG I STUMBLED ACCROSS!!! -In poser 8, I found a bug that makes the "constrained groups" useless when the hair is set to collide with V4 and a conforming clothing item. Here's the solution. -Before calculating the simulation, select a hair prop then go to "object--> Change parent". -Just click "ok" without selecting anything. -Calculate the simulation. -If that doesn't work, then remove the conforming clothing item from the collision objects. -Generally, it's best to have the hair colliding with ONLY V4. The fewer collision object, the better. *************************** Thank you for purchasing my product, and supporting us starving artists. This project has been a long-time in development, so I hope you find ample uses for it. *************************** All products contained in this archive were created by Joe Bushido and copyrighted by him personally effective August 1, 2010 and hereafter. Dynamic Cloth Hair, and any future products created by Joe Bushido may NOT be used for any commercial re-sale, in whole or in part, without express written permission from Joe Bushido himself or his subordinates. The full file listing protected under said copyright is as follows. DynamicClothHair-readme\ README.txt Runtime\Geometries\Joe Bushido\dch Cap1.obj Runtime\Libraries\Character\Joe Bushido\DynamicClothHair dchHighRes.cr2 dchHighRes.png dchLowRes.cr2 dchLowRes.png Runtime\Libraries\Pose\Joe Bushido\DynamicClothHair Color1.png Color1.pz2 Color2.png Color2.pz2 Color3.png Color3.pz2 Color4.png Color4.pz2 Color5.png Color5.pz2 Runtime\Libraries\Pose\Joe Bushido\DynamicClothHair\IndividualElements CapColor1.pz2 CapColor2.pz2 Medium.pz2 MHC1.pz2 MHC2.pz2 MHC3.pz2 MHC4.pz2 MHC5.pz2 THC1.pz2 THC2.pz2 THC3.pz2 THC4.pz2 THC5.pz2 Thick.pz2 Runtime\Textures\joebushido\DynamicClothHair BlkCap.jpg BlkHr.jpg Brown2cap.jpg Brown2Hair.jpg BrownCap.jpg BrownHair.jpg CapTrans.jpg DirtyBlondeCap.jpg DirtyBlondHr.jpg HairTrans.jpg RedCap.jpg RedHair.jpg ŠJoe Bushido 2010