View Full Version : Bone-based Hair simulation

09 September 2007, 09:43 AM
Hey everyone, I have a somewhat interesting challenge in front of me that I didn't think a full solution for. I have made a bone-based hair simulation for a game, and am interested if I can create a collision detection within max for those bones with the head of the character. Has anyone ever done similar things? I am using 3DsMax8. So far the only solutions that came in mind were the rope reactor set-ups, but I am not a big fan of Max's reactor. Another one would involve code. But the only code based solution that I have thought of so far would be based on ray emmiting and reading the length of the ray vector. Once again, if anyone has some script set-up ideas, could you please share? Maybe some math theories I can expand on, or a link. Anything will go at the moment. Thanks:)

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09 September 2007, 09:43 AM
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