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goosh
04-07-2003, 11:03 PM
Hi all

Has anybody done any hair simulation using bones (I'm mainly looking at dreads and pony tails) in XSI?

Any ideas?

I would like to have some kind of automated system (dynamics?), where I would get the hair to flow.. and having centrifugal force (my characters move around and rotate a lot)

Any idea would be appreciated

Thanks

Goosh

belly80naz
04-08-2003, 12:32 PM
I've make a test for it some time ago. Create a hair like dread style. To do this, try to combine a polygonal simple shape of your hair bounding box, with the deform "Quick Stretch" to move the bones that control the hairs.

The Quick Stretch deformation works good for not too complex simulation, and in this case it's ideal tool.

To undertand what I mean try to download my test scene

http://213.82.72.39/cgtalkimages/qstrech.xsi

:beer:

goosh
04-08-2003, 06:50 PM
hey belly80

That's pretty much what I've been experimenting with.

(I could open your file, but the QStrech part of it doesn't work :( )

The thing that I'm straggling with is that I'm using only one bone for the hair (it's a rig where I have one bone in the front of the head, one at each side and one at the back... so kind of like bells haging from his head)
and I'll have a different one (probably a chain of two) for a pony-tail.

The thing with this is that I can't get it to flow nicely. I mean, the bone ends up on the final position only one frame after the animation stops (so my overlap is very small)

I would like to be able to say animate the head from frame 0 to 10 and then the hair to settle at frame 15 (or 14 or whatever).. at the moment it settles in frame 11, which makes the hair seem a little too stiff (specially since I've gont only one bone, and unfortunately I don't have the luxury of using more :( ).

Maybe my problem is with the settings, but I've been playing with them quite a bit

Thanks for the help

Goosh

belly80naz
04-09-2003, 08:17 AM
My scene is only a little test, where there isn't the hair. You must create the hair and envelope it to the bones, and hide the poly-cone.

And after, you must to do this for every hair in the scene.

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