steve392 Posted February 14, 2009 Posted February 14, 2009 Got something not quite right here me thinks Untitled.mov Quote
frosteternal Posted February 14, 2009 Posted February 14, 2009 Got something not quite right here me thinks I think he needs some more gel in his hair. Perhaps then it won't pass through his brains. <_> Quote
3DArtZ Posted February 14, 2009 Posted February 14, 2009 I know this is an OLD guy, who is probably stiff from age:) but try getting the lower back and hips involved in the body action! nice model Quote
steve392 Posted February 14, 2009 Author Posted February 14, 2009 Thank's for your advice ,sounds good ,will give that a go soon as I get the hair to stay in place ,good job its not a windy day btw this is Jirard's haed model Quote
alano Posted February 14, 2009 Posted February 14, 2009 Looks like you have hair dynamics on but didn't pre-roll so the gravity effect happens during the shot. Alan Quote
steve392 Posted February 14, 2009 Author Posted February 14, 2009 Is that what cuases that ,pre roll well Ill give that a go cheers Quote
heyvern Posted February 15, 2009 Posted February 15, 2009 Watch out for really really fast movements or movements over even short distances in one frame. Hard for AM to determine where the hair should be. The hair is penetrating something "between" frames when no collision detection has had time to take place. The same thing happened when I used cloth and physics. The action was happening so fast that collision detection didn't have time to do a check. It was like the speed of light. In an extreme case you could slow it down when simulating, stretch the time of the action and maybe make the hair "heavier" or slower to react. and then compress the the key frames afterwards, I did that and it worked great. Or turn off the hair "movement" for a few frames of fast motion then turn it back on or actually delete keys for the hair. I also did that with cloth and physics. The action happens so fast you don't notice a thing. -vern Quote
steve392 Posted February 15, 2009 Author Posted February 15, 2009 Thank's Vern that sounds like a good workaround Ill play with that Quote
heyvern Posted February 15, 2009 Posted February 15, 2009 Remember that you don't have to just accept what a simulation produces. Once you have those keys you can do whatever you want with them. I had to make cloth "settle" better after a simulation. It kept jittering at the end even though nothing was moving. The cloth was lying on dozens of cloth deflector objects and just didn't stop twitching for ages and ages. What I did was to delete a bunch of keys at gradual key frames before the "last" key I wanted to keep. I used the existing spline key motion and "softened" it by removing huge bunches of keys. I slid them along the time line till it looked "natural". Then the cloth gradually settled and stopped. Worked like a charm. I used the majority of what the simulation produced and then used it in "big chunks" to tweak it. I didn't have to actually key individual points (I did though on 20 frames. Just 20 frames and about 50 cps. Not hard). I don't animate hair much yet so I don't know how AM puts in keys for the motion. It could mean you would have to bake the action. Cloth is very straight forward and just keys every frame. A warning though, selecting keys for cloth is very slow on my machine. Deleting keys can take some time... that's a ton of stuff. I don't know if the same applies to hair, just thought I would point that out. -vern Quote
John Bigboote Posted February 17, 2009 Posted February 17, 2009 On a character like that, you don't really need to turn the hair's dynamics on... leave it off and give it a try. If you REALLY want to see some 2ndary action from the hair, turn it's MASS seetings lower. Quote
steve392 Posted February 17, 2009 Author Posted February 17, 2009 This work's well for the facial hair but not so good on the head hair for some reason.it seems to loese its grooming and sticks straight out ,will play around some more ,using v14 btw Quote
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