Need Help on creating hair collision


#1

Hi, I am fairly new to maya and I am currently lost in creating the process of creating hair collision for my model. The tutorials I found are outdated where user apply “make collide” from nhair to create hair collision. However, I notice this technique is no longer viable in newer version of Maya. So how should I create hair collision?

I have manage to used Maya bonus toll to create dynamic joint for my character pony tails

The outliner of my dynamic joint.

However, this is where I’m completely lost, I just cant seem to find a way in creating hair collision, as you can see from image below. The pony tail move straight through the character arm.

Expert guidance is really appreciated, Thank you


#2

Select the collider mesh, then from the nCloth menu select create passive collider.


#3

@Duncan. Thank you for the reply. I tried the method you suggested. However, It made my pony tail gone hay-wire my character head move.

Just a question that I thought of when trying the suggested method.

Should I merge my character body with it pony tail or separate them as different mesh?

Currently I have merge both mesh into one. Hence, I wondering is this the reason for the hay-wire hair. Since, selecting the collider mesh(body) is including the hair mesh as well.


#4

You want to collide with the non merged body without the hair. You could simply make it a passive collider before merging with the hair mesh. Or you could select the created nRigid node then look at its input connection ( hypergraph connections)… you want to the instead connect to an earlier point in the history( before the mesh combine ).


#5

I make the colliding geometry a separate one, usually a simplified version of the character. For example if the legs never interact with the hair i cut them out- usually is just the head, the upper torso and arms to the elbows.
This collision mesh has every polygon translated inwards - placing it inside the rendered character, so there is a gap between the hair and collision, this is compensated with collision thickness
I skin bind this collision geometry to the same joints as the character and transfer the weights.
As for hair flying around like crazy, you may want to check the subsetps on the nucleus solver, increase it from the default to something higher, like 20.


#6

sry double post


#7

Could unparenting the output curves help? Havent used nhair for years but I think to remember having them parented caused double transformation for me.


#8

Sorry for the late reply everyone. been busy with my studies. Really appreciate with all the tips and guide . I try out all of the suggestion and see if it work.

@oddforce, I am not sure about that as I never use the output curve before. BTW, is there another way to create believable hair movement without using nhair ?? Manually animating it is really too time consuming and impractical in my opinion.


#9

The following is the result I got after following the guide. As you can see from the image there is “some” improvement. The left ponytail seem to be affected by passive collider show by the distorted mesh.

Strangely, the right ponytail doesn’t seem to be affected. by the passive collider.