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Old 04-13-2014, 08:55 PM   #1
Sphelx
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Paul Mackinnon
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3ds Max dreadlocks simulation

Hi all,
I'm trying to simulate unrealistic dreadlocks on a character in Max 2014

The dreadlocks are similar in shape/proportion to pool noodles, they don't have to be realistic, just some inertia/gravity would be nice.

The issue is with WHAT to use to simulate them. I've tried;

Path deform - not even close to useful.

mParticles simulation with mGlue - Can't find any way to attach a single particle to the character's head. Plus having to make an entire particle rig for each individual hair is going to get very laborious.

Standard Max hair modifier - The hair is 2 dimensional and has no mass to it, so this is no good.

mCloth - Bizarre reaction where the cloth is like melted cheese, droops to the floor and won't stay aloft, no amount of settings tweaking has done anything.

Standard Max Cloth sim - Also not attaching to the head very well, and deforms horribly rather than keeping the nice, unrealistically-uniform shape of the dreads.


I can't seem to find a way of simulating them that doesn't end up with them deflating like popped balloons or melting like cheese, or just falling right off the head with no attachement.

Any ideas?
 
Old 04-17-2014, 09:12 PM   #2
archanex
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Andrion
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I think I would try either using Cloth sim, or the Spring modifier for something like that
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Old 04-17-2014, 09:21 PM   #3
archanex
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I think I would try either using Cloth sim, or the Spring modifier for something like that
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Old 04-18-2014, 03:41 PM   #4
Frankyboy
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exactly what problem are you having using the standard cloth sim? Can you post a simplified scene that we can look at?
 
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