3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Printable Version +- Second Life Copybot (https://secondlifecopybot.com) +-- Forum: ★☆ Start Here before doing anything else!! ☆★ (https://secondlifecopybot.com/forum-26.html) +--- Forum: STEP 3: TUTORIALS (https://secondlifecopybot.com/forum-510.html) +---- Forum: Mesh Tutorials (https://secondlifecopybot.com/forum-477.html) +---- Thread: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system (/thread-20682.html) Pages:
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3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Drebin Dubious - 02-18-2018 Hi welcome to my tutorial I'm going to show you how to process your Raw Hair files but you can wear them in world if you're using the Raw Hair files that I uploaded to the archive then they're in their raw demo state this means that although you can import them as is is not a good idea to do so because when you extract here from Second Life or or any kind of mesh that matter it always comes out with doubles this means that the hair or the body or the object will come out with double the triangles then it is in world This means that you'll be paying more in the upload fee than you need to not to mention that the giant demo sign is still going to be attached to your head as well as the demo strands of hair but don't fear that's why I'm creating this tutorial to help you process your mess beforehand now I could do this for you you could just straight upload it but if I did that to all of these hairs then nothing will get posted because it's kind of time consuming. I'm not going to show you how to extract the hair and they're already tutorials explaining how to extract rigged mesh from Second Life the process for hair is exactly the same so instead I'm going to show you just how to process your hair and if you have the demo version of the hair and world how to turn your hair into a fully functioning color fatpack. for this tutorial you'll need a copy of Dark Storm or special viewer a copy of blender a copy of avastar a copy of sparkles and some sort of land where you can rezz items once you have all those parts we can begin the tutorial Beginning the tutorial It's worth noting that whatever I do a mess extraction of hair I never really extract the hair textures this is for a number of reasons one is because there are so many colors in the hair that exporting him out and then importing them back in cost a lot of money you could use dark storm or any kind of special viewers feature to apply the uuid from the texture to your hair and save money but even that is time-consuming especially if you have various hair colors you have to search through the texture packs and find what color you like and then extracted and then apply it all over again This method allows you to take your rigged mesh hair and attach it to the creators original applier system in order for this to work you do need a copy of the original demo just to make sure that everything goes well So for this tutorial I'm going to be using and Ayashi hair this is the Ayashi -Aya hair as you can see I have the demo hair and the bunch of hair colors that go with us h hair
( you may not need to have the actual demo forever hair as most hair companies use the same system or textures for the alpha and solid so in theory another hair Hair Hut should work on the hair you're working with if it's by the same company but that's untested we just use the same hair) let's look over into blender and we can begin are processing of the hair open blender and import your hair into the workspace when you import it into your workplace it should look something like this the imported into your workspace you open up blender and select file > import> collada Dae navigate to the folder that has your extracted hair and select the hair dae it should look something like this once you have your hair imported into the workspace we are going to begin separating it into the proper layers this will make it easier for us to select it during the processing process to begin separation on the bones of the hair skeleton then press the m key and move the bones to a separate layer ( the layers of the small boxes at the bottom of your blender screen select one that does not have dot on it) for the sake of this tutorial we're going to move the hair skeleton to the last box the skeleton will move to the last box still here but it's out of sight so we won't click on it accidentally now we're going to move to the removal of the demo this hair has three layers of demo protection the first layer is a giant demo sign above the hair the second is a demo loops around the hair and the third is the demo strands located inside the hair we're going to remove these protections and turn the hair from a demo hair to a usable wearable normal hair first let's get rid of the easy part's and remove the first two layers of protection the giant demo and the demo loops right click on the demo sign above the hair and press delete on your keyboard you'll be prompted for window asking if you want to delete it select delete from the menu and the demo sign will go away do the same thing for the loops select them and press delete now your hair looks pretty normal but it's still hiding the strand of hair this is where we'll begin our removal process of the hair before we can take this next step it is very important that you have the Avastar and sparkles plugins installed if you do not have them installed then this will fail and you will end up with a ruined project the next step is removing the demo is the select all of the hair enjoying it together to do that we first need to be an object mode then press A key- this will select all of the objects in our scene if you followed along that should just be the hair,no cameras or lights once all the hair is highlighted navigate to the tools tab and the join button and all the hair should turn into one solid object however because it is now a solid object the individual UV Maps are compressed will need to use the Sparkles plugin to correct the hair issue to use the Sparkles feature for this create a new window inside of your environment take your cursor and move it to the top right corner of screen you will notice that your mouse cursor will change from an arrow to a cross when it changes into a cross click and drag your screen to the left a new window will form ( if you noticed that the window is creating on top instead of the side press the escape button and cancel the new window creation action , you can then try again) congratulations you now have two windows in the second window that we just create it you're going to change it from the 3D View to the UV image editor to do that select the little box in the bottom of left hand screen and select UV image editor from the drop menu you should now have two windows in your work environment a 3D window with your hair model and a 2d window will have your UV images in the 3D window you're going to select your mesh hair and going to edit mode to enter edit mode select your hair and press the Tab Key once in edit mode place your cursor over your hair impress the A key when you press the A key you will notice a UV map show up in the UV image editor and look something like this move your cursor into the 2D window and press the N key if you have sparkles installed properly bring up a menu On Your Side Bar that says Sparkles tool it may be closed you can open it by clicking on the small black triangle next to its name when the sparkle tool is open you will see a list of names and small check boxes next to check all of the boxes making sure not to miss any of them (rest in peace fingers) depending on how much hair your hair has there may be a small amount of boxes large amount of boxes either way you going to be checking some boxes once you're done checking all of the boxes press the button at the end of all the boxes it should say copy to something something something something press that button and wait for it to finish processing when it's done you'll notice that the Box will go from dark color back into its light color and the UV map Square will fill up and out in some cases don't panic and don't try to rearrange the UV Maps they're fine once the box has been pressed and all the mapping is corrected, we can continue our processing now we're trying to attention back into the 3D window the hair should still be highlighted if not press the a key and selected all again when the hair is selected we are going to press the w key and select remove doubles from the menu when you do so blender will give you a notice telling you how many vertices were removed from the hair screenshot 22 well it doesn't seem like a lot it really did help with your hair upload in the long run next we are going to press Alt J and convert the triangles to quads not that it really matters it's just another trick to lower the weight to be honest with you we're going to decimate this mesh and it will ruin the topology of the hair but the structure of the hair will still be there the texture won't be ruined the lower the tricount cheaper it will be important back in the world okay now we come to a split in the road you can do this part now or do it later by this part I mean we're going to separate the hair back into parts and add a texture to it this will give us a better visual when we are decimating the model you don't need to do this but like I said it does make it a little easier so what we're going to do is show you how to properly take it apart we're going to go in edit mode impress a to make sure that it's all selected when it's all selected we're going to press the P key this will bring up the separation menu from the separation menu you're going to choose by material screenshot 24 what does does the separates the hair by its material in Second Life speak that means that the hair is now separated by solid transparency and demo textures so when we click on it you'll see that the hair is broken down into three parts where is when we first imported it in it was a bunch of parts all over the place separating it by material makes it easier for us to apply textures now we have to separate them so we can apply it properly like we did with the bones we're going to click on her hair and then press the m key and send it to another layer for the sake of tutorial we're going to send it to the second layer we're going to click on another layer of the hair and submit to the third layer in my case I was left with a single strand of hair after sending the two layers of hair two different layers this is most likely going to be the demo strand of hair which we can just delete or send to another layer( to ignore) okay we're almost done in the blender processing only a few more steps left to go so now that we have our two sets of hair on their own layer going to give them a texture select the second layer and click on the hair that's there right click on the hair and go back into edit mode like before we're going to press the A key and bring up this hairs UV map screenshot 26 now what's the hair still selected go to the bottom of the box and press open screenshot 27 when you extracted your rigged mesh you are supposed to check the include texture spots when you're extracting this will provide your hair with an asset folder that contains the textures for your hair. we're going to navigate to that folder( it says your hair name) assets in my case it will look like this: \[^.^Ayashi^.^] DEMO Aya hair_assets\ when you go to the folder you'll see a bunch of files with the j2c format Don't Be Afraid we can still use these textures in most cases you may not be able to see them blender comes with a J2c format reader so you can view them in blender simply press the button that looks like 4 Pages or little tiles here screenshot 28 and it will turn your file names into thumbnails so you can select the right texture for the tutorial we're going to select the solid texture during the transparent one for now what we select the texture it looks as if nothing has changed although the texture has been applied to the hair to see it we need to turn our attention to the the object toolbar\ if your toolbar is not showing put your cursor in the 3D window impress the N key then the toolbar will show when the toolbar is showing select shading ( you may have to press the small triangle arrow in case is closed) and check the textured Solid box screenshot 30 now we just have to do the same thing for the other hair exit edit mode and go back into object mode select the other hair layer and and repeat the process if Done Right both hair should have a texture applied now that both sexes have the hair texture applied to it hold down the shift key and select both layers. if Done Right both hair layers should be selected there layer boxes darkened and the hair would look combined in the 3D window screenshot 31 place a cursor and the 3D window and press A selecting both hair layers then join them together screenshot 32 the hair should be combined and now on one single layer now we're going to get to the part where we decimate the hair and reduce its upload cost as well as it's tricount. go to the right of your screen and select the wrench icon this icon is the modifier icon screenshot 33 when you select this a drop menu will show, from the drop menu you're going to select the decimate modifier a new modifier will appear and the toolbar screenshot 34 now when you come to the decimate it will reduce tricount of your mesh the downside to it is it will destroy the topology in the process this isn't necessarily A Bad Thing by reducing the try count your mesh will be a lot lighter and a lighter mesh means that it will be cheaper to upload in world this is why I added to texture because you're going to need to keep an eye on your mesh as you decimate it, we're going to decimate it as much as we can before the mess starts looking wonky. once it starts looking wonky or too low poly then we stop at this point you can change your UV window back into a 3D window and rotate the view behind the mesh hair that way you can see the decimation on both the front in the back. screenshot 35 now we're going to begin our decimation bring your cursor over the ratio box click and hold I'm slowly dragging it to the right keeping your eye on both the mesh and the tri count screenshot 36 this is an example of the hair being decimated about halfway screenshot 37 as you can see the ratio gauge is a little half look at the dramatic dip in the tricount I press the apply button and this is the result screenshot 38 number to Tri-County still a little high in this ranking in at 57k for the hair Second Life Bikes low poly objects you want to keep your items mostly between 10- 20 k range 25 at the most. so this being so high we can still decimated a little more if you want I'm going to decimate it some more but for your hair you can keep it at this if you want and just skip to the next part screenshot 39 this is an example of the hair decimated a second time it's worth noting that it is better to Destiny into segments rather in one Full Burst so I would do 1/2 decimation apply then decimated again another half and see how it looks apply and if I think I can take it a little further I made decimated a little more I tried to push it a little more than I should have and I got it down to 19 k so from like 116 k to 57 k down to 19k this is the power of decimation although I didn't like how I thought it looked when I got it to 19k so I pressed undo and went back to 25k. now we need to do is bring in Avastar this will allow us to converted into a avistar rig and if we need to adjust it to fit the skull of our character if you have a custom shape you can use the import as avastar feature here however I forgot to export my shape for this tutorial so we're just going to use a default Ruth rig so let's go to a new layer an add our Ruth Rigg go to the bottom toolbar in select add>avastar> you can use quads or triangles it doesn't matter it's all the same screenshot 42 Your Ruth should be important and look like this screenshot 43 press the to deselect the Ruth then down the shift key and enable both the hair lair and the ruth layer screenshot 44 the hair layers should be selected and looks sort of like this if the hair is not selected click on it and it will be what the hair selected press the r key and rotate the hair fits on the Ruth Avatar it is worth noting that blender supports rotation commands tell to get precisely on the Ruth Avatar you can enter the following command/ press the following buttons( with the hair selected of course) R Z -90 and the hair should rotate on to the Head feel free to make any adjustments you need this is great for if you have a custom shape and your boobs are too big hair and it's going into your boobs you can select the edges of the hair that's going into your chest pull the mouth as well as adjust in style it anywhere you want. screenshot 45 I'm going to leave it rotated now once the modifications are done we're going to go back over to the modifier tab the little wrench we used earlier there should be one modifier activated on this hair and that is the Armature modifier we're going to modify this Armature by default the object will have Avatar listed as the Armature the hair is rigged to we're going to click on that and change it from Avatar to whatever avastar rig is in this case the avastar rig is named Avatar . 001 screenshot 47 now when we move our Avastar's rig you'll see the hair move with it ( side note: if your hair is not moving because the Creator used fit mesh bones instead of classic bones to rig the hair you may need to enable all the stars Fit mesh Bones from the avastar fitting tab, just select half way) okay last step in blender we're going click on the bones and press alt R to reset rotation to default click on the hair and go back into edit mode( press the tab button) and like before we're going to press p and select by material screenshot 48 select the hair layer and press A selecting all the parts again the part selected go to file > export> Collda Dae (Avastar) save it in a project folder and upload to Second Life you're now free to close blender we're pretty much done with it now now I uploaded this hair into second life and it cost me 22 L it would have been a lot cheaper upload each part individually because I'm putting them in together seem to fail ( which sucked) anyway both pieces of hair are in world in rezzed on the ground while they're on the ground I'm also going to create a small box now we're going to link the hair meshes and box together making sure that the Box is the parent Prim and the hair is a child Prim you do this by selecting the Box last. it's done right the hair should be highlighted in blue and the Box should be highlighted and yellow. screenshot 49 I made a copy of this just in case I was wrong The Next Step requires you to have the original hair's demo because we're going to take the script from it as well as his texture coordinates so let's begin first you're going to need to decide which hair has the transparent texture in which hair has the solid texture the rule of thumb is usually the hair with the most pieces is the solid hair why the thinner hair is the transparent this is why I made a duplicate just in case we were wrong ( also as a side note make sure your demo hair is rezzed on teh ground, if it has a no rezz script in it, go to a sim with No scripts enabled and rezz it there) click on the hair and apply to texture you think work We can use the texture eyedropper for this part as when we select the hair HUD it'll overwrite the hair texture anyway( so no need to spend anymore money) Click on the hair and open up the second life build menu check the edit linked box, then select the texture tab click on the texture box and it will open the texture menu Select the eyedropper and place the eyedropper on your hair selecting the solid texture screenshot 50 Click on the second hair mesh and repeat the steps only this time select the transparent/ Fringe hair if that does not work you can always the hair from the asset menu because they're in the JC2 format you'll have to bulk upload them Okay now click on your hair grabbing the solid part switch to the texture tab and press the copy button at the bottom of the menu screenshot 51 now select the imported hair that you textured solid and press paste Do the same for the transparent hair and the just in case duplicates your workspace should look like this screenshot 52 alright let's part adding Scripts open the build menu and select your demo hair go to the content tab and drive all of its contents into your inventory screenshot 53 while still in build menu select the edit link button then select the general tab click on your demo hair and look at the name of the hair you'll notice that the hair links with the transparent the name Alpha while the solid parts of the hair have the name 0 Alpha screenshot 44 and 45 we're going to copy the names of the hair exactly how it's written and place them on are imported hair so we're going to name our solid imported hair: 0alpha just like the demo and are transparent/ fringe imported hair: alpha just like the demo screenshot 56 now all that's left for us to do to drag the scripts we took from the demo and place it inside the hair open your hair color hood that came with the demo and press a button on their testing the hair color if done properly the hair should change colors now screenshot 57 now what to do about those boxes we need to make them invisible and small so right click on the boxes and go back into build mode, select stretch and make it as small as possible then turn the transparency to 100 and now all you have to do take it into your inventory and press where and wear it on your head screenshot 58 see now I have all the colors of the rainbow and no demo( I think this is the backwards one..ignore this results screen, yours will look much better XD) the downside to this is because description no mod no transfer the hair also because no mod new transfer so if you want to give this to your alts or something like that you'll have to buy the demo, remove the scripts and just give them the hair that's already been named and given the proper texture coordinates, have them add the scripts to the hair and wear it RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - MrNoob - 02-18-2018 :ThumbsUp: Great job with this tutorial. I need download the software and try it. Have you tried no_cloud hair? Same process? rep sent RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Drebin Dubious - 02-18-2018 I haven't, in theory it should since alot of these companies seem t o use the same texture system i did try this on Ayashi, Truth, LCKY, and Exxes hair so far. RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Father - 02-20-2018 Great Tutorial! RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Brianna - 06-05-2018 hi i love your videos :) RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - VapinVader - 06-06-2018 do you have a copy of sparkles 2.3.4 that you would be willing to share? :P RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Kynzara - 07-27-2020 okie dokie sounds good RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - Kynzara - 07-27-2020 thanks for giving me this RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - IoNotKnow - 07-27-2020 Thanksss I appreciate RE: 3in1 tutorial: How to process raw extracted hair and convert it to the fatpack system - TheOC - 07-28-2020 Looking forward to seeing this! Thanks! |