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๐งต Untitled Thread
Anonymous at Sat, 2 Oct 2021 07:38:04 UTC No. 854390
so hypothetically lets say that you need to animate the hair as if its windy outside, you have the character rigged but not the hair, it has hair cards but nothing else, how would you go about animating the hair cards to apear as if its caught in a windy day?
Anonymous at Sat, 2 Oct 2021 07:41:41 UTC No. 854391
do it in a shader with world position offset, use the UV to control the strength.
Same as grass.
Anonymous at Sat, 2 Oct 2021 07:43:13 UTC No. 854392
>>854391
what if its long hair and the wind is strong?
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Anonymous at Sat, 2 Oct 2021 10:13:54 UTC No. 854403
>>854392
For long hair I rig my polyplanes so it consist of a couple of strand groups controlled by bone chains. I then run custom Verlet based cloth physics on it.
Inserting springs between the strand groups as needed so they don't interpenetrate too much and behave like a volume suspended in fluid.
You can get a lot of precise control with that stuff but like anything hair related setting it up is finicky as all fuck.
I use an algorithm based on the ideas presented in this paper for pic related https://www.cs.cmu.edu/afs/cs/acade
I believe Saints Row IV did the same on certain haircuts.
Anonymous at Fri, 15 Oct 2021 17:15:38 UTC No. 856776
>>854403
Saving this godly anons response from the archive in case anyone else needs it. Good material here
Anonymous at Fri, 15 Oct 2021 17:38:29 UTC No. 856778
Invest in professional plugins
Anonymous at Fri, 15 Oct 2021 17:40:50 UTC No. 856779
i don't do real time stuff so i'm just curious if some big brain has figured out how to lerp b/w vertex animation textures and if you could exploit that to fake-sim by moving b/w different VATs.