PDA

View Full Version : (ponytail) gravity on softbody with goal


paul.yan
03-14-2006, 09:15 PM
I've got a model with a pony tail that I would like to be dynamic. It needs to have automatic secondary, react to gravity, and collide with another mesh. I am not a dynamics expert by any means, but from what I've gathered, softbodies is a good avenue to go with. So here's what I've done:

-Created a bone chain
-Attached a spline IK to the chain
-Selected the curve and made its duplicate a softbody with a goal of 1
-Adjusted the goalPP so a natural offset occurs
-Created a spring to add more control to the particles
-Created a low-rez mesh and made it collide with the particles

Everything is working perfectly, but here's where I'm running into trouble.. GRAVITY!! I select the particles and add a gravity field, but it's not affecting it. At first I suspected that having a goal possibly overrides the field, but several tutorials imply to me that it really is possible to have gravity while having a goal. What am I doing wrong?? :cry:

sturmkim
03-14-2006, 09:21 PM
if your goal is (or near) 1. field is not effect to your particle.

low down your goal,(around 0.5 for highest). you have to do a lot of tweaking to get good simulation.

if you are using unlimited ver., i will use hair dynamic curve as ik spline tool curve.
you can find howto in this forum.

paul.yan
03-14-2006, 09:25 PM
thanks for the reply sturmkim but a large part of the ponytail's goal is set below 0.5. I even tried turning up the gravity field's magnitude but still nothing.

yenvalmar
03-16-2006, 04:10 PM
i agree with sturmkin, maya hair is the way to go for making hair. funny huh.. its designed for hair, so it works great on pony tails. all the features you want can be accomplished much more easily and with less fine turning than with soft bodies. for most thing i used to use soft body for, maya hair has made it obsolete with its instant reliable spline dynamics. all those steps you outlined can be accomplished far more quickly, create a spline, convert to dynamic curve from the hair menu, go in the options and set it to only have the base pinned. viola, you are bascially done. you can fine tune it, but its actually fine tuning something that basically works correctly, not trying desparately to make things not blow apart as with softbodies.

just wanted to mention an alternate workflow. i bet you will get it working faster if you start over with maya hair, than from however much progress you made on soft bodies. if i lose the bet, i'll apologize to the people who coded soft body dynamics :)


as to debugging your exact situation, have you tried attatching the gravity field in your scene to another soft body and see if it works at all? you have to isolate every factor in your scene, you have many things going on at once. once you get the gravity working at all, add in all the other dynamics stuff, one by one, and test it every time to make sure all the old stuff didnt' break. throwing on a ton of stuff at once and trying to tune it all, usually causes big headaches, especially if you are still learning what each feature does by itself :)

CGTalk Moderation
03-16-2006, 04:10 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.