Producing Custom Hair

In this section, you will learn how to create custom hair. By correctly setting the position and structure of the hair, you can create custom hair to be used in iClone 5.

  1. Open the Reallusion G5 character template.
  2. Show the RL_Head, RL_Hair and RL_HairMesh that are related to the hair.
  3. RL_Head: The base bone of the head.

    RL_Hair: The dummy for positioning the hair mesh.

    RL_HairMesh: The true hair mesh.

  4. Break their hierarchy by using the Unlink feature.
  5. Original hierarchy of the hair-related items.

    After unlink.

  6. If you want to edit the existing hair mesh, then select the RL_HairMesh and perform any modification you desire.
  7. If you want to create a custom hair mesh, then:
    1. Delete the existing RL_HairMesh.
    2. Produce a custom hair mesh with your customized style.
    3. Rename the new hair mesh as RL_HairMesh.
  8. Select the RL_HairMesh.
  9. Press the Reset XForm item and then click the Reset Selected button to assign the Reset XForm modifier to the mesh.
  10. Right-click on the XForm modifier and choose the Collapse All command in the pop-up menu. This step will initial all of the vertexes and neutralize all the data during the modifications to 100%.
  11. In Local Mode, align the positions and the orientations of the RL_Hair and RL_HairMesh to the RL_Head base bone.

    This step ensures the local axis of the RL_Hair, RL_HairMesh and the RL_Head have the same position and direction.
  12. The local axis of the RL_Head

    The local axis of the RL_Hair

    The local axis of the RL_HairMesh

  13. Link the RL_HairMesh mesh back to RL_Hair dummy; and the link the RL_Hair dummy to the RL_Head base bone. The hierarchy will be as shown below:
  14. Select the RL_HairMesh. Make sure the Skin modifier is picked, click the Add button in the Parameters section and pick the RL_Head base bone.
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    Note:

    • If the Skin modifier of the RL_HairMesh is NULL, then the exported G5 character will fail to be loaded into iClone 5.
    • For long hair that may be moved by shoulder bones, you will need to add the shoulder bones as well.
    • You can manually adjust the movement weights of the vertexes of the hair mesh.
  15. If you have any hair accessories, please also include them in the RL_HairMesh.
  16. There are no regulations for the materials assigned to the RL_HairMesh. You can apply any number of materials to it.
  17. Export the character with the customized hair. You may then see your customized hair after you load the character in iClone 5.

    Note:

    • If you want to export a character without hair, then deselect the RL_Hair and RL_HairMesh before proceeding (or directly delete these two items).