大佬们 如何让人物穿戴发型正常戴帽子 每次都是这样 重叠 ?
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You are advised to visit https://en.daz3ddl.com/posts/discussion/1743
夜月枫
厉害了啊 我还以为只能手动调整呢
huaigou
不错不错,看本帖学东西,谢谢发帖的同学和详细解答的老师
硬帮帮
用send 过去zbrush,然后用变形画笔调整一下,再goz回来完美解决,学会这个对你玩DAZ方便很多建议学习
RoboNeko
这款头发就是用Mesh Grabber推进帽子的,可以体现头发被帽檐挤压的视效,看上去就比较自然,因为未与帽子接触的头发,不应有啥变化,所以帽子和头发的大小,可以尽量不去动它。
eric033
嘿嘿,又学了一招,要学的东西多到要排队
RoboNeko
。。。另,即便是同样的发式,配不同帽子,调整的工作量也不同,反之亦然,耐心调就好。如果上述方法调整后依然有一些细发穿出帽子,还可以来上一招儿。视窗转为前视图,选中头发,用表面编辑器(Geometry Editor)> 选择模式 - Marquee,自上而下拖拽至贴近帽檐的位置,然后将选中的表面隐藏即可(右键>Geometry Visibility > Hide Selected Polygons),这样不会影响视效。
callofduty07
搞定了 感谢
RoboNeko
这属于穿模,很常见,极少的发型产品会自带适配Cap、Hat等帽子的变形,所以通常都需要调整,只不过是调多调少的问题。使用DAZ有时想达到最佳效果,的确会麻烦一些,需要有一定耐心。可用的方法:
1、SY Hat and Hair Helper Genesis 8这个产品可以解决80-90%的类似头发穿模情景,同时配合调整头发自带的诸如发量(Volume、Scale)这类的变形,帽子X、Y、Z的Scale也需适当调整,自然就好;
2、用Mesh Grabber将穿出帽子的头发全部向内推进去,未穿模的则无需大动,这样很自然。如果不想每次都调,可以将调整后的头发自定义为一个独立的Mesh Grabber变形并存为资产,其他人物用此款头发并这款帽子时,拖动这个资产的滑动条即可。用此法,Mesh Grabber拖拽的幅度可以大些,以保留足够容差。。。
callofduty07
求个 SY Hat and Hair Helper Genesis 8使用教程 官方PDF说明没整明白
ddmmddmm12
把帽子变大点带上不就行了?要不把头发缩小点
初来
我就是嫌 调节太麻烦 每个人都手动去调 实在太费时间