zenigeva
04-18-2006, 07:35 PM
hey there!
i have this character, who has been animated using mocap.
his hair is big and floppy, like pieces of yarn, and i have to come up with a way to make its secondary animation automated.
so, what ive done, is create joint chains for each hair, and add splineIK, and make those soft bodies, and adjust the goal weights for the points on the splineIK curve. seems to work quite well with a little test animation.
can anyone tell me the right way to parent/group this into the character's hierarchy, so that the hair will move with the character, whenever and wherever i want, while still maintaining the automated secondary motion?
right now im having to rebuild the joint chains at the start of every new shot.
if for example, ive created the joint chains, and then try to move them, they wont move with the character.
UPDATE: figured it out. just have to scrub the timeline ahead until the dynamics settle, then pick all the dynamics and hit solver>set initial state, then scrub back to frame 1.
i have this character, who has been animated using mocap.
his hair is big and floppy, like pieces of yarn, and i have to come up with a way to make its secondary animation automated.
so, what ive done, is create joint chains for each hair, and add splineIK, and make those soft bodies, and adjust the goal weights for the points on the splineIK curve. seems to work quite well with a little test animation.
can anyone tell me the right way to parent/group this into the character's hierarchy, so that the hair will move with the character, whenever and wherever i want, while still maintaining the automated secondary motion?
right now im having to rebuild the joint chains at the start of every new shot.
if for example, ive created the joint chains, and then try to move them, they wont move with the character.
UPDATE: figured it out. just have to scrub the timeline ahead until the dynamics settle, then pick all the dynamics and hit solver>set initial state, then scrub back to frame 1.
