coljwood Posted September 19, 2019 Share Posted September 19, 2019 Looking for some production tips for simulating hair on a character with accessories such as glasses. I want to get some nice, accurate collisions with the glasses but first issue I am having is that the animators have keyframed the glasses, so despite initially grooming around the glasses the guides intersect first frame of animated geo. Second problem to solve is that the hair generation interpolates through the glasses and not ‘around’ the glasses (guide collide with vdb doesn’t work too well, especially when trying to avoid collisions with the skin as well) Final thing is not accessory related, but when simming I get this underwater/floaty effect as the constraints try to return to position (all vellum btw). Any tricks to avoid this? Thinking about using plasticity for something more natural but not sure how to manage continuity between shots. Any pro tips would be appreciated! Quote Link to comment Share on other sites More sharing options...
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