Saturday 9 May 2015

30 of 32:, Dynamic Joints VS cloth simulation A




Following CoP3 where I rigged the hair to be driven by IK chines, allowing me to move a controller and the hair stand would move with it. But for this project I wanted to try and apply some dynamics to the hair so it would move on its own freedom. Dynamic chains are interesting to work with, but they are some what un predictable, mainly they have a slight issues with colliders, the Joints will move away from said collider object, however the mesh that is bounded to the joins kind of pass through the colliders… a nether problem I had was that the Dynamic join chains just wanted to fall straight down since they were effected by gravity, this is good in its own right, but not helpful if/when you want the object to by dynamic, but still maintain its original shape. So I spend quite a bit messing with the setting to find how I could maintain the shape and keep the join dynamic.


with the Dynamic Join chains set up, the dynamics are ready to go, and depending on what the dynamics are driving, say a link of chains, a piece of rope, cloth or hair will depend on the setting you use, for example.







Here we have Little Reds hair using the Defout valuse givem when you make the dynamcs, now they are loads of settings you can use to change how the dynamics behave, but for now its defoult. and when you press "interactive playback", the dynamics start working,,, but they fall stight down, as if the hair has no shape to it..(or is it volume,,?).. since Her hair is made to "hug" her head,, that is parted to aside, and follwos her head/neckline i needed to change some setting,



If you change the “Start Curve Attract” to .3 and “Attraction Damp” to .5 I found that this kepped the objects original shape. yet allowing it to move freely. perfect or cartoony/anime type hair, and clothing items,,, like maybe scarfs and cloaks.






Join Dynamics seared to be the right cause of action, but they was a problem, Join Dynamics worked fine for hair and it works slightly ok for Little Red’s Cloak, but as said before with the mesh passing though other objects, this made the shirt tricky. Since it would keep passing though her legs… so for this I had to use a cloth simulation...annoyingly I must have wasted a few hours trying to get it to work, just to realize it only needed a few clicks, and pin constraints.

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