Wild Hair Tail


#1

Hey guys, I’ve create a dynamic joint chain for my characters hair tail. However when I rotate the joint where this tail is connected to it won’t listen to the actual gravity and it’ll stick to the orignal shape of the curve of the orignal position.
So when I change the angle it sticks out.
Maybe this technique can only be used for fixed hair shapes? Or is there a solution?

Here’s a short discriptions of how I did it:

  1. create a joints chain. Vertex snap an EP curve on top of those joints.
  2. Make the curve dynamic.
  3. Change point lock from BothEnds to Base.
  4. Increase or decrease stiffness.
  5. Add an IK Spline Handle Tool to base joint, tip joint and curve (from hairsystemOutput).

(I used the tutorial from: http://www.youtube.com/watch?v=pYbdvVZQ7hE)


#2

Have you freed one end of the curve?


#3

I think so, because it does animate correctly (wavy and such) it’s just ignoring the new position. If I keep it in the orignal position it’s fine.
Maybe it does so because I attached the joints chain to the actuall skeleton?


#4

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