View Full Version : Hair setup in Maya
01 January 2003, 04:35 PM
Hi everybody ! :beer:
i'd like to put hair on one of my CG character.
i'd like to know good techniques, if you want to tell me.
i'd like them to be field sensitive. i've heard about softbodies, but i don't know how to set this up.
thanks in advance !:D
01 January 2003, 11:08 AM
I don't know if this is what u are looking for, but on www.highend3d.com there is a good tutorial on hair with control curves and PaintFX by Peter Pankras...I haven't tried to use field on the controll curves but my guess is that it could work! the good thing is that u can hide the hair and only animate the curves and then turn the hair on when u render!! Try it out!
01 January 2003, 09:37 PM
thanks for the link, i'll check this out !
for now, i've tried to put nurbs patches with a texture on it, then transformed into a soft body, and moved by a field, and it seemed to work quite well, until i started to render it.
there is a huge difference between the viewport feedback and the rendered files. in the render, the hair hardly moves, it just follow the head like a concrete objet.
why is this happening ? how is it computed when it's rendered ?
is there a way to bake the particle position ?
or to bake the vertex moved by the particles (once the anim is done and when it looks OK in the viewport) ?
01 January 2003, 09:41 PM
I have a simlair approach as the above mentioned tutorial but it allows for some dynamics and depending on what type of hairstyle you are goign for looks better..
01 January 2003, 09:21 AM
There's another online tutorial for using Paint Effects to create hair at 3D Total: http://www.3dtotal.com/ffa/tutorials/maya/paintfx_the_ultimate_hair_designer/hair_designer1.asp
01 January 2003, 09:52 PM
if you are using colth I would recomend eith strips with no cloth collisions (its amazing what you can get away with ;)
or tubes (closed ends) made out of pannels... it takes a bit longer and is a pain... but less pain at the end of the day... cloth abjects can have some nasty problems.
01 January 2006, 03:00 AM
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