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noon
07-26-2003, 10:27 PM
I need to animate something thats looks like a hair. Here is a concept :
http://devnomad.free.fr/zen/world/concept/concept1.jpg

The character must pull the hair by its top until it comes out of the ground. It is not a realistic animation as you can guess so the hair must be strechable (but not too much), like in cartoon.
The character must have a lot of difficulties to makes it comes out.

I'm testing many possibilities to animate it (bones, spline IK, floating bones in 3dsmax), but they doesn't seems really appropriate for this animation.

Actually I wonder how you guys would do to animate it.

Thanks.

adavies
07-29-2003, 10:51 AM
just whack some bones in there and skin it! you can add whatever controls you want to it then

FloydBishop
07-31-2003, 03:08 AM
Originally posted by adavies
just whack some bones in there and skin it! you can add whatever controls you want to it then

I agree. You could even set it up so that when you scale the joints in Y, the Z and X scale decrease, allowing the hair to keep it's volume consistant.

Depending upon your needs, you could also throw a FFD lattice on it and hand key the shapes you need.

noon
07-31-2003, 03:58 AM
Ok the question may have seems stupid but i really thought there could be a better way than using regular bones to animate something like that.

Anyway i'm going to try the scaling idea, it seems to be a good idea to keep the volume constant.

Thanks

Adam8tor
08-14-2003, 07:16 PM
I'm not sure if it would translate over to your program, but I've used bones in Lightwave. You can set-up a morph to shrink an squash, then one to stretch and shrink. Do this along one axis, then use bones to animate the bending and the morphs to adjust the squash and stretch. The hair should conform to the bones curve, sliding along them as you stretch it with the morph. This will allow you to do tennicle type effects as well.

adavies
08-15-2003, 10:07 AM
Originally posted by noon
Ok the question may have seems stupid but i really thought there could be a better way than using regular bones to animate something like that.



as always, the SIMPLEST way is ALWAYS the best. why mess around with some complicated system when a simple bone setup will do fine.

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