Joe Alters [color=lemonchiffon]Shave and HairCut is one of the programs that I havent yet put my hands onto
I have heard a lot about it, and it had aided a lot of projects I took part of, but when it came to my personal workflow, MaYA was always contently efficient.[/color]
I don’t know HOW the software works… but I DO know that it receives dynamics.
Dynamics being a little too complicating for you at this point, what you CAN go for is setting a collision object to match the movement. I am sure Shave and Haircut should have a means to prevent interpenetration of hairs to other objects.[/color]
Since hair dynamics are involved, and you seem to have already prepared your hair and pose; what you CAN do is animate the collision object.
I would advise you to animate it via deformers (like a lattice) but in case that may be too much for the first run, you can animate the scaling of the object… having it firstly buried in her neck… and then expanding.
[color=lemonchiffon]Actually it isnt too difficult for animating a collision object without animating a deformer
One of the biggest advantages of MaYA to other software is that you can literally animate anything… even the locations of the vertices. Because it would be too much work to select and locate vertices each time, or assign locators, the general workflow would usually be to animate a wrap deformer, or use some sort of joint or blend shape for this.[/color]
Unfortunately you can not blend shape the collision object optimised for hair that comes with MaYA…
But what you ARE able to do is: you are able to make a collision object out of ANYthing… so maybe the best workflow for you MIGHT be for you to :
[li]Duplicate Patricia[/li][li]Give her a transparent shader[/li][li]Duplicate her again[/li][li]Stretch this duplicate in parts, around the neck… like as if you were trying to model out the shape of the wind that is blowing her hair.[/li][/ol]Now what is happening here is that you are creating a transparent collision object for the hair… and a blend shape for it to morph to.
Select the modified transparent one and then the unmodified transparent one… then hit “Create blendShape” from the deformers menu (You can delete the second one once done).
Now in the blend shape dials set key to 0 at a starting point for the morphing (the wind blowing) and then set a key to 1 at a time you want the wind to be at it’s full.
And don’t forget to make this guy a collision for the hair system.
[color=lemonchiffon]The reason that you need to have your collision object animate is that you HAVE to start the simulation from your rest position NOT interacting with your new collision object. Otherwise the hair will penetrate and then be locked UNDER the object, and we really do not want that.[/color]
I am giving the above method mostly because you would have perfect control on how you would want things to move around
hence manually sculpting the shape.
[color=lemonchiffon]IF you want to use dynamic forces instead
we would have to first decide on WHAT sort of dynamic you will prefer using, and then I can again try to put together a follow through for you to test on your character (I say test… cause thats mostly what dynamics end up to be… they are FUN, but not always too predictable)[/color]
I hope this can give you SOME amount of ideas for your composition to come.
Ps: [color=white]Silo is a fantastic program… and very affordable too. We have it on our “Next to buy” list… the demo was veery pleasing.[/color]
But not sure if we should wait for the new release or not… I hear from the beta testers that the interface was better in the current version.