Sure, it's really simple, but you must have Poser 10 because the dynamic part was made with soft body dynamics from the Bullet physics engine. All you have to do is to apply soft body to the prop you want to animate, and then paint the weighted vertexes you want to be dynamic. To do this I've just followed the instructions from the Poser manual and it worked. ^___^
I set the entire prop to "1" (not dynamic), and then turn on live simulation. At this point nothing should happen because all the hair is self constrained. Now switch the brush to a very low value, like 0.1, and start painting the vertexes you want to be dynamic - always avoiding the parts where the meshes are disconnected from the prop, or else they will fall off the head. It's best to use a low weight brush and see the results in real time as you paint the weights. Avoid setting weights down to zero to large areas, or else the hair strands will loose their shape and look like draped cloth. ^^
well, not only. hey, i looked at your gallery and,...wow! i'm gonna guess, by your art, that you're a teen guy around the age of, oh,15 to 18? i'm not a stalker, i'm just guessing based on what you post(seeing as it's mostly girls with little to no clothing and well, let's just say a "big chest area"). lol
Haha I see what you mean. It would make sense if only for one little detail - men start noticing women at that age, but it's not something that stops when we turn 20, 30, or even 40 - and I am talking on my own experience. ^_______^
oh,sorry. but, are you seriously 40? but that is true, now that i think about it. i mean, my dad is like 48(and he's married), and he still does stuff like that on games. i asked him why once and he said,"if your mom would dress that way for me,i wouldn't have to." lol
yeah, i guess so. i kinda know what guys are like, seeing as i grew up with 4 of them(my dad and 3 older brothers)they've had, let's just say,an influence on me .i mean,i'm not girly and i share a lot of their interests,a few being,motorcycles,zombies,horror movies,and,i might add,the color black(it's my fav color but i'm not goth or emo or anything). my mom isn't too happy about that. she says i'm TOO boyish and "masculine." oh well. -_-
Hehe I know how that is - my very 1st girlfriend was raised with 6 older brothers, all military, and she too was quite a tomboy. She dressed like a girl, but talked like a boy and referred to herself as male. I also have 2 male friends who went to junior high school with me who were raised by their mother, and had no male example to follow. Guess what happened?
Does it respond poorly to gravity? A lot of the items I have tried to use the cloth room for have broken and fallen app apart when simulated, a little worried that the same thing would happen with Bullet Physics if I tried it on Hair that wasn't fixed to the model (for example, the braided pony tail Lyn has in my gallery).
In the Cloth Room you have tools to keep loose parts attached to the outfit, and you should set them up accordingly before running simulations. The same happens with the Bullet engine for the same reasons. As a matter of fact, both work in a very similar way, though the Cloth Room has more selection tools that make the work more precise.
I have used cloth simulations on hair with very little success, but the Bullet engine offers softbody simulations that have enough controls to do the job as you see here. The ponytail here behaves similarly to cloth sims, except that softbodies allow painting weight maps that control how each individual vertex will behave. That's what made the hair animation possible here.
If you look at the Cloth Room, it has 4 different groups you can assign vertexes to: dynamic, constrained, soft decorated and rigid decorated. By default all vertexes are assigned to "dynamic". Just assign pockets, collars, and lapels to soft decorated. Things that don't deform (like buttons) should be assigned to rigid decorated. It's that simple!
One thing I haven't tried yet is the hardbody dynamics. I wonder if it works with skeletal hierarchies? If it does, some interesting character animations will be possible. So much to do, so little time... ^^
Still practicing with the new Fitting Room. Other vendors are still trying to sell figure-specific clothing conversion licenses for their own programs, but the more I play with this, the more unnecessary they seem. I will be posting a quite drastic example later today. ^^