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Thread 1008498

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Anonymous No.1008498 [Report] >>1011582 >>1011666 >>1011782
Hair Physics in Blender?
I am not sure where to ask this question, as I have not seen anyone else asking this, so I will ask here (and if this isn't the right place, any assistance on where to correctly ask would be appreciated):

I would like to make an animation using the models Redmoa used, but I am just confused on the hair physics, as in this SFW video, there are hair physics: https://youtu.be/SkqhXkJiIg0?si=x9GFun8nYU1Xf2Tv

But when you load up the model in Blender, there are no physics to be found I believe, so my question is this: Is there a technique to get hair physics working, or is it done manually, frame by frame?
Anonymous No.1008529 [Report]
It looks like 'pinned cloth' simulation, or some sort of 'jiggly bone' mechanism (which also uses a cloth simulation but on a wire mesh that bones are attached to), both of which can be done with the built-in stuff and no add-ons.
Those two terms should give you plenty to study, like "pinned cloth simulation blender" etc.
Anonymous No.1011582 [Report]
>>1008498 (OP)
That's just jiggly bones, right?
Anonymous No.1011666 [Report] >>1011675
>>1008498 (OP)
Used to be that Wiggle Bones addon was a great way of doing so, but the development of it got pretty much abandoned (Twice) and it's buggy as fuck on modern forks, to the point that your preview physics might not ally with what it bakes whatsoever, and it tanks viewport performance to shit.
https://github.com/shteeve3d/blender-wiggle-2
I still use it but the above issues are fucking painful

I really wish there was some kind of native or optimized simple wiggle implementation without all the simulation fuckery.
Anonymous No.1011675 [Report]
>>1011666
>Ally
Fucking hell i meant align. I need less sleep.
Anonymous No.1011782 [Report]
>>1008498 (OP)
the voices in my head are telling me that you should look up "damped track constraint" but I don't know if that's how he did it