Morphing ribbon based hair in blender
Advint
Posts: 23
As the title suggest I wanted to go about posing a ribbon based hair product from Daz3d within blender. However, I'm new to blender and don't know where I should look to get a good idea of how to do it. The product is Ladina hair for Genesis 3 and 8. I'm looking to pose the genesis 8 version into a tied back morph. I'm not looking for a complete guide, but more of suggested methods to go about doing this. Of course if someone knows exactly how to, I would appreciate the help.
Screenshot 2021-06-01 213635.png
1093 x 915 - 502K
Post edited by Advint on
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Being new to blender, I would check out a basics of modelling tutorial. If I were to attempt such a thing, first thing I would try would be using the soft selection feature with the move tool. That might give you an idea on what to search for at youtube to get you started in your tutorial quest.
Sculpt mode, using 'grab' and 'rotate'. That will allow you to move the hair ribbons together.
For this example, it might be an awful lot of editing to get the hair tied back where you want it, depending on your goal. Don't get discouraged if you can't get it to look exactly right, that is going to be difficult.
If you get it to work, let us know!
I'd start with one of the conversion methods, Diffeo or the tool by @Cinus. Once it's a particle system, all of Blender's hair grooming tools arre available to you. Most importantly, you'd be able to pull the hair back and Blender would collide it with the character's skull for you. I had to watch a lot of tutorials before I appreciated that Blender's hair tools are actually decent. For examplle, I didn't know you could select individual strands and have the comb affect only those; or show how the child strands will look in realtime. But you're going to need a more powerful computer to do this, I think.
Also, do not rule out just starting from scratch and learning how to groom in Blender. It'll take longer to get the results you want, but then you'll be able to do whatever you want.
I think the key is that you want to work with a particle system, not a mesh.
And it doesn't help right now, but Blender will eventually redo its hair system, making it a first-class object, and untegrating it with geometry nodes. I suspect that when that happens, the hair tools will get much better.