|04 April 2014|
3ds Max dreadlocks simulation
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.
|reply share thread|