Hat Head script: does it work?
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I really need something like this script from netherworks but at$18 it's gotta work and be easy to use otherwise I'm wasting my money. Anyone got this and use it and know if it works well and easy> does the script work in PP11?
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Got a link?
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Ahh ok. Magnets. Easier to just setup yr own than shell out 18 bucks.
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@Ghostman Ok, this is where I get lazy. I've been using Poser since version1 and never got into magnets. They confuse me and I don't like being confused. Only have one magnet that I've used over the years and that was Wyrmyster's Voluptuous Vicky . That was done with a library click and I never had to deal with how the magnets worked.
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Using magnets to hide hair under a hat is quite easy. It's the first thing I learned to do with magnets. With the hair selected, create a magnet. Use the y-trans to lower the magnet some so you can see how it affects the hair. Raise the Magnet zone so it only affects the part of the hair you want to be tucked under the hat. Lower the magnet until the hair is hidden in the head.
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And if you use vertex maps for the magnet (which I use a lot) be sure to select the Restrict To the hair materials; that way the magnet changes only the hair and not the head or the hat.
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I just use the morph tool and push in the protruding hair. It varies depending on the hat so I don't create morphs from that, I just do it on the fly for a specific render. Then again, that's how I deal with all minor poke-through.
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@kalypso I could try that. I already use the morph brush to get rid of poke-through that I can't get rid of by hiding the offending body part.
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I used a magnet to create a headband morph, squished the magnet on the Y-axis and centered it around the figure's head. Worked like a charm. Also used one to create a bald on top hair morph and one so a character could set his cap to the side. Those magnets are mighty handy I tell ya.
I guess there's a way to save the magnet as a smart prop or something so I can apply it to different figures and hair but I'm not sure how that would be done.
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@ghostship I have that script and have used it in the past and found it very helpfull
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@Dreamer3d have you ran it in P11?
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@ghostship Not that I recall but if you don't mind waiting a few hours I'll boot up the pc and have a look for you
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@Dreamer3d That would be awesome! take your time.
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@ghostship Ok so once I remembered how to use the blooming thing it works PP11, depending on the hair and headgear you may have to fiddle around a bit to get all the hair tucked away but every thing loads and works like it should.
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WOW, I just realized I have that. Bought it back in 2010, so a few years before I got this laptop.
Thanks for letting us know it works in PP11 Dreamer. I'm sure I used it in DS 3 Advanced back then, as I didn't get back to Poser until about 4 years ago.
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@Miss-B No problem :) I really should use it more
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So I pulled the trigger on this product and loaded it in my runtime. The magnets don't do anything when I move them around. I can create a generic magnet from the objects menu and have that affect geometry but the hathead magnets do nothing. :(
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@ghostship see if this helps https://www.tapatalk.com/groups/fgplus2/deformers-plus-hat-head-t23.html its not the most intuitive thing to use but once you get the hang of it its not so bad
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@Dreamer3d Thank you. It seems that the instructions that come with the product do not instruct you that the hair needs to be re-selected when loading the magnets.