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🧵 Why is it so difficult to animate hair?

Anonymous No. 932556

Webm related. As soon as there is long hair, it looks like a big block of I-don't-know-what, even on modern platforms.

Anonymous No. 932557

>>932556
Dat flabby ass, doe

Anonymous No. 932558

>>932557
You are beyond saving

Anonymous No. 932559

>>932556
Have you tried looking at Square Enix latest works? It looks okish.

https://www.youtube.com/watch?v=Iec2X0yq6vA&ab_channel=VideogamersEU

As for Nintendo, they are cheap fuckers who somehow stay alive because of a zoomer captive audience and nothing else. Just look at how bad the models for the pokemon games are. Sloppy and amateurish.

Anonymous No. 932561

>>932559
But anon, Tifa's hair looks just as bad as Zelda's. Just a big block.
>>932557
I didn't see that.

Anonymous No. 932564

>>932559
>Just look at how bad the models for the pokemon games are. Sloppy and amateurish.
That's Game Freak, not Nintendo. Nintendo's models are pretty good.

Anonymous No. 932571

>>932556
just use automatic hair animation lmao wtf are you doing
hair were never meant to be animated by hand

Anonymous No. 932575

>>932558
Dude, that's a flabby ass. She has one.

Anonymous No. 932696

>>932556
My god, her ass!

Anonymous No. 932711

>>932556
>>932559
This is Koei Temco/Omega Force shit, not Nintendo. They only provide the assets to work with a d like to cut corners in their musous, so blame it on their animators.

>>932564
Creatures does model work, also SV Charizard and few others looks like a step in the right direction compared to previous releases.

Anonymous No. 932724

>>932556
Good Lord, that looks awful. Nintendo has fallen so far from grace. Just completely incompetent.

Anonymous No. 932787

>>932724
They have been for a long, long time now. It started to decline with SMW that had one of the most amateurish and "good enough" code you will ever see.

Things have been going down the drain since Gunpei and Iwata died.

Anonymous No. 933133

>>932556
All the processing power went to animating her flabby butt cheeks, kek.

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Anonymous No. 933157

>>932571
Wheres the automatic hair Animation button anon? I cant find it on Blender or Maya

Anonymous No. 933763

>>933157
Its called Xgen on Maya, but its not animation, but a vfx simulation.

Anonymous No. 933765

>>933157
that's just soft body simulations in blender
https://www.youtube.com/watch?v=rMU_fa1G-bA
https://www.youtube.com/watch?v=MAOp0DpYZEk

Anonymous No. 933766

>>933157
In old games they used a few bones and ragdoll physics to simulate hair movement, like the very old Dead or Alive games

Anonymous No. 933884

>>932787
What’s so awful about SMW’s code? I’d genuinely like to learn more.

Anonymous No. 934272

>>933884
It is very, very hacky. You will notice when you try to do complicated movement while on any kind of moving platform. The actor (Mario) is not being properly translocated by the moving object using vectors, but instead copypasted to the next location in relation to the platform. You will get some heinous memory errors if something out of the ordinary happens, like getting hit while riding Yoshi and Yoshi has its tongue out.

Anonymous No. 935408

try spreading out the hair skeleton and reimport bones / remove doubles

Anonymous No. 935900

>>932556
Is her ass made of jello? WTF

Anonymous No. 937117

>>932724
>>932787
see>>932711

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Anonymous No. 937753

>>932556
Much like the eponymous pipe, what you're looking at is not actual hair. In a game like this, it's more like a fifth limb, growing out of the character's head, and it's rigged the same way like a limb or the spine would be, with a series of bones going from the back of the nape to the tip of the hair branches.
The crux of the idea is that hair is supposed to flow freely downwards and do its own thing. To do this, developers might set some maximum and minimum rotation constraints for the 'hair bones' so that it doesn't freak out and turn inside out and pierce the body in unpleasant ways (for a glimpse into the madness, go to iwara and click on random videos, it won't take long to find an example). They'll let those constrained bones be influenced by gravity, and they'll put some logic in that says that if the hair and torso meshes intersect to x degree or if the hair bones rotate too far into y axis, then the hair bone will be pushed out or snap back to a default position.
The issue with all this is that, again, this is not hair, this is a fifth limb growing out the character's head, but it's being made to behave like hair instead of being animated via keyframes, like a leg or a hand would be. The results are evident - there's a lot of texture worbling, the hair jitters like it's done a block of crack, and yet the whole still somehow feels oddly stiff and unnatural due to the constraints.
Why do some developers do things this way? Who knows. Maybe the art lead thought it looked good enough and greenlit it. Again, maybe there's that expectation that hair is just supposed to behave like this and what else are you gonna do, animate some hair sway manually? Maybe they tried to do it manually and it just didn't look good to them, the art team wasn't experienced enough and they went with this, a second best option in their minds.
With all that being said, do not shun developers, pity them instead. Hair is hard and those guys probably really tried hard, I dunno.