How can i keep hair dynamics natural without overcomplicating the rig?
#1
I've been trying to get a more natural, weighted feel for a character's hair in my 3D project, but every time I use a secondary action pass, it either feels too stiff or it goes completely wild and physics-defying. I'm starting to wonder if I should be driving the simulation from a different control rig entirely, or if I'm just overcomplicating the workflow.
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#2
I tried a secondary pass and it went stiff until I dropped stiffness a bit and added damping. It still felt slow when the character moved fast.
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#3
I started wiring the motion to a separate control rig with a few root movers and let gravity do the work. The strands calmed down but I felt I lost some expressiveness.
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#4
Are we sure the secondary pass is the real problem or could other things be shaping the result like collisions or the base mesh deformation?
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#5
I did a quick test turning off the secondary dynamics and kept only the base rig. It looked okay in some shots but it still did not feel natural to me so I paused and waited for a new idea.
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