How can i animate wind-blown hair with varied timing for a natural look?
#1
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#2
I’ve been trying to animate a character’s hair blowing in the wind for a short film, but my keyframes feel too stiff and uniform. I’m not sure how to break up the motion so different clumps and strands move with their own timing to get that natural, overlapping flow.
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#3
I did a short film where I split the hair into three clumps and gave each one its own wind curve. The roots were a touch stiffer and the ends more flexible, so the motion cascaded down the length instead of moving as one piece. I kept their origins tied to the head but let the rest float freely.
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#4
I added a low level turbulence field and seeded a random offset for each clump so they didn’t all peak at the same frame. It feels messy in a good way now, even if you still have occasional clump-snapping frames.
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#5
Even with more bones and constraints, I still felt it looked stiff. So I did a secondary pass after the sim, keyframing a small back-and-forth on the tips to create that independent flutter.
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#6
Question: maybe the issue isn’t the motion but the wind field. If the wind is too uniform you’ll get robotic sweeps. Have you tried varying wind direction over time for overlap?
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#7
I once used a quick test: film a fan on low, note which strands move first, and copy that timing into the rig. It gave me a tangible reference for delays between clusters.
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#8
When in doubt I just let one long strand lead and the rest follow loosely; it isn’t perfect, but it feels more alive in the edit than a flawless sim.
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