How can I make 2D hair animation flow naturally with easing?
#1
I’ve been trying to get a more natural, flowing movement in my 2D character’s hair, but my keyframes keep making it look stiff and robotic, like it’s a solid piece of plastic swinging back and forth. I’m using the graph editor to adjust the easing, but I can’t seem to find that sweet spot where the overlapping action feels organic and the secondary motion has the right weight and drag.
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#2
I had the same problem. I broke the hair into three segments and gave each its own little motion path. Base stays a touch stiffer, middle and tip get a lazy lag after the base moves. Once I nudged the curves so the overlap happened a touch later, it finally felt less plastic.
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#3
I hit the wall until I added a couple of helper bones and a small drag value per segment. That extra lag makes the mid hair pull the tip instead of just swinging as one piece, and the motion reads more like wind rather than a toy swing.
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#4
I did a quick timing pass against a walk cycle, watched where the peak comes and let the tip settle a beat after the base. It helped a little, but if the character turns fast the tip still stalls or whips oddly. I ended up dialing back weight in the tip and letting the base carry the rhythm more.
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#5
Do you think the real issue might be the reference you’re aiming for rather than the graph? Maybe the motion you want happens only when the torso moves, and that overlap lands differently. If you have a clip, compare a few seconds and tell me what you notice?
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