SakeTami
RaweTheWolf
RaweTheWolf

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Maya animation update 8

As the character have long hair, I need to give it a bit of dynamics so it can move around and hang down. Geometry node hair, which I use, does not really support physics. To setup some physics simulation to it, you have to make two clones of the hair, one that are thin mesh strands while the other are just curves. The thin mesh strands have physics and a surface deform modifier added, which deform the other hair clone which then deform the actual hair. x).

The standard particle hair system in blender have the option to add physics to hair, it's just a click of a button, so it's more straight forward.

I thought it would be easy. When converting the hairstyle I've already made, from geo node hair, to particle hair, Blender would for some odd reason not simulate hair physics. But it would simulate new, converted geo node hair. I guess the setup I already had, didn't really convert well.

This made me streamline the fur setup to make it easier to see what is what, the character have 14 separate hair objects for different parts of the body. I also rearrange the hair modifiers and nodes, to optimize and hopefully make it convert well to work with particle hair physic simulation.

When I do add long hair to the character, I need to add some helper colliders for the ears, else the simulated hair would crawl through.

Maya animation update 8

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