Bone Dynamics Test for Hair (first try) & Walk Cycle
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Bone Dynamics Test for Hair (first try) & Walk Cycle
I have been playing around with the bone dynamics options to get a nice flow for the hair and this is the result:
Feedback is welcome and much appreciated!
Visit my blog if you have the chance!
Feedback is welcome and much appreciated!
Visit my blog if you have the chance!
Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
Cute character! However, for me, the walk was a little stiff and mechanical. Try dividing the 'back hair' into two or three layers, and get them to move a bit more loosely. Some lateral movement in the figure would also be nice -- you can fake this with masking. Be interested to see how it develops.
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
Thanks for the feedback! Can you elaborate on the lateral movement part and how to do it with masking?jahnocli wrote:Cute character! However, for me, the walk was a little stiff and mechanical. Try dividing the 'back hair' into two or three layers, and get them to move a bit more loosely. Some lateral movement in the figure would also be nice -- you can fake this with masking. Be interested to see how it develops.
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
I've not had much success using bone dynamics on hair. It usually bounces all over the place. What combination of torque/spring/damping did you use here?
Overall, cute character!
Overall, cute character!
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
Thank you! i used 1/1/4 I believe. For some reason it only works for the walk cycle, Figuring out the perfect combination, bone position/numbers is really tough!neeters_guy wrote:I've not had much success using bone dynamics on hair. It usually bounces all over the place. What combination of torque/spring/damping did you use here?
Overall, cute character!
Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
Say you have a character with a pear-shaped torso. You would create a pear-shaped mask exactly covering this torso. Behind this mask would be a pattern that you would move from side to side during the walk cycle, making it look like the character is rotating hips and/or shoulders while they walk. That's the theory anyway!jessica951 wrote:Can you elaborate on the lateral movement part and how to do it with masking?
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
That's a great theory actually, have you tested it out?jahnocli wrote:Say you have a character with a pear-shaped torso. You would create a pear-shaped mask exactly covering this torso. Behind this mask would be a pattern that you would move from side to side during the walk cycle, making it look like the character is rotating hips and/or shoulders while they walk. That's the theory anyway!jessica951 wrote:Can you elaborate on the lateral movement part and how to do it with masking?
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
I believe this technique is used in the Luggage Guy from Victor Paredes. You can find this file in the Library.
Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
The hair seems to be reacting well enough. I stopped using bone dynamics for hair - I couldn't maintain control of it. I wound up using smart bones and actions instead. It's not automatic, but it works great. Nicely done!
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
Thank you. I know what you mean about not being able to maintain control. For some reason bone dynamics only properly works during certain situations. So I will probably only use it occasionally.Kadoogan wrote:The hair seems to be reacting well enough. I stopped using bone dynamics for hair - I couldn't maintain control of it. I wound up using smart bones and actions instead. It's not automatic, but it works great. Nicely done!
Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
That's awesome work, along with what jahnocli said, the head seams a little ridged, I think may be add a delayed bounce to the head?
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Re: Bone Dynamics Test for Hair (first try) & Walk Cycle
Thank you! Yea the whole walk is a bit ridged, but when I start to animate I'll try to add some life in there with emotions, secondary actions and all.Joofville wrote:That's awesome work, along with what jahnocli said, the head seams a little ridged, I think may be add a delayed bounce to the head?