3ds Max dreadlocks simulation


#1

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?


#2

I think I would try either using Cloth sim, or the Spring modifier for something like that


#3

I think I would try either using Cloth sim, or the Spring modifier for something like that


#4

exactly what problem are you having using the standard cloth sim? Can you post a simplified scene that we can look at?