What should i adjust to get hair weight and secondary motion right in animation?
#1
I’ve been trying to get the hang of animating a character’s hair so it feels weighty and moves with secondary motion, but my tests keep looking either too stiff or like it’s floating independently from the head. I’m blocking in the primary head movement first, then adding overlapping action on separate layers, but something about the timing and the drag just feels off and unnatural.
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#2
I’ve found that hair feels heavier and moves more naturally when the root is treated as the primary mass and the rest just follows. I blocked the head first, then attached a small mass at the scalp and a gentle spring along the shaft. I’ve been nudging the damping so the tip doesn’t slam, and I watched how the hair lags the head during a quick nod. It helps a little, but it still reads as if it’s riding on a separate layer instead of moving with the head.
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#3
I tried layering overlapping action on a separate pass, but the follow-through always fights the head’s acceleration. I experimented with a tiny amount of volume change and a subtle bend at the root, and I kept nudging timing by a couple of frames on the root to try to match the head’s arc. It got better, then worse as soon as the head paused.
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#4
Do you think the real problem is the rig or the timing of the drive to the hair? It’s easy to swap one thing and it feels like the other is still off, and I’m not sure which one to chase first.
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#5
I’ve also done a quick tactic of keyframing a couple frames of secondary motion after a strong head move, just enough to sell drag, but I’ve never stuck with it long because it feels like cheating. It buys you a shot, though, and you learn where it breaks down.
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