I’m still a beginner at character creation (infact I’m working on my first one). The character I’m modelling is Hatsune Miku - a Japanese virtual singer.
I’ve finished rigging the model (atleast I think I have) and am now working on binding it. Can I bind the head joint with the head and the hair?
The hair is polygon modelled and I want the ponytails to be dynamic so that it flows with wind and etc.
Does anybody see a problem with what I plan to do?
I’ll attach an image of my character in case it may help to understand.
Can you post a wireframe? It looks like it could be a bit high on the poly side.
But yeah, you can skin/bind the hair and flood it to the head joint, but you will need some joints in the hair to animate it around.
Also, which version of Maya? And what kind of rig?
Yes, bind the hair to your main skeleton hierarchy then setup IK splines on the hair joint chains. In order to make them dynamic you have to find the curve that the IK spline created and make it dynamic (I think the option is under nHair -> make curve dynamic).
Version 2013, I followed a tutorial by digital tutors for the rig
By the way, I ended up binding the rig to the body and am currently working on “weighing” the skin. Is it possible for me to just add more joints for the hair or do I have to unbind and do it all again?
Mhm This makes sense to me. However I kind’ve went ahead an binded the rig to the skin while I was waiting for replies and started weighing the skin, is it possible for me to just add on the joints for the hair or should I unbind and restart?
Just to clarify, the hair and the body are two separate objects, I can combine them and then add the joints on to the pony tails and use the add influence option. I’m just trying to make sure if this is fine because I’ve read somewhere that problems can occur if I did something like this.
Well if they are two separate objects I guess you could just skin the hair to a different joint hierarchy and parent the root joint of the hair joints to a joint in the head so it follows correctly.
I’m currently making a character with a separate mesh hair similar to yours. Here is a screenshot explaining what I mean. I haven’t made the skeleton for the hair yet, so I just threw in a placeholder joint chain for the sake of the example. I also usually make a locator and parent constrain it to the head joint and then parent the root joint of the hair joints to the locator.
I see everything is starting to click together now, thank you very much for your help ^^! I need to find out what a locator is I’ll give this a go. Also, I’m assuming that the more joints I add for each tail the more smooth the bend would be on the hair once I make it dynamic, is this right? : )
A locator is just as it sounds. It just chills in the scene and locates something. You can make on by going to create -> locator.
I wouldn’t go too crazy with joints. I usually place a joint for each edge loop but if your hair is high poly you might want to place a joint every 2-3 edge loops.
Mhm… I miiiiight’ve went a little crazy with the joints, haha. I think I can still work with them so I plan to carry on. (If it’s far to much and if it’s going to lead to trouble, please let me know ^^)
Currently only the joints are placed and IK handles have been equipped, I decided to animate the fringe aswell, so I have them there too.
My next plan of action is to use the smooth bind tool and bind all of the joints on to the mesh, then using the paint skin weights tool, make the influence (?) more accurate. After that, I’ll create the locator, parent constrain it to the head joint and then finally parent the root hair joint to the locator. All good so far?
It’s currently 2am here in UK, so I’m probably going to try and sleep I look forward to your reply and will respond as soon as possible. Thank you very much for your help and patience with me ^^
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