Creating riggable long hair

Hello!
I need to create long, flowing hair that has a reasonable amount of detail.
I have understood that I have to go the hair cards route.
What is the best, fastest way to create hair cards for game characters?
Blender version is 3.3 lts.
Example picture:

How many game characters are you aware of that have hair this long (down, not in an updo or braids)? Can you name any? I canā€™t. I think if you ponder why that might be, youā€™ll gain some interesting insights about the task youā€™ve set yourself :wink:

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Itā€™s waist long,- is that a big problem?
The hair on the picture is not riggable, and Iā€™d appreciate a proper reply thank you.

Very general question, very general answer: ā€¦ search for tutorialsā€¦ do not repeat them step by step but try to understand how it is doneā€¦ practice for you ownā€¦ and adapt for you use caseā€¦ because you know your use case bestā€¦

Learn hair cardsā€¦ adapt them to you needed amount of the lengthā€¦ :person_shrugging:

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I gave you a proper reply, but if youā€™d prefer a more explicit one, here you go:

Hair this length doesnā€™t exist in the game world. Itā€™s impossible to rig in a performant way that works in real time with a game engine and doesnā€™t have massive clipping problems. What you want to do canā€™t be done.

It doesnā€™t exist in animation either- have you ever noticed that every single Dreamworks character has short hair or braids? The only people who have ever come close to what youā€™re describing is Disney/Pixar; and theyā€™ve written custom engines exclusively for animating hair, and they have teams of hundreds of people working on hair for each movie. Even then, itā€™s still entirely dependent on camera trickery, actually animating it correctly is impossible even for them:

https://www.reddit.com/r/MovieDetails/comments/ceent4/frozen_when_elsa_lets_down_her_hair_during_the/

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Here you go:

Will it work well with long flowing hair in whatever game engine itā€™s destined for? No idea. Itā€™s a similar problem to a long flowing robe, or a cape. As already noted, these types of character designs are regularly avoided due to the problems in dealing with them realtime.

My own working with hair is relatively new, but Iā€™ve already realized thereā€™s no magic button that covers all situations. Sometimes itā€™s a matter of going frame by frame and doing corrections, which requires time and patience.

When video is the final output, youā€™ve a lot of options in how you hide the problems and have complete control over everything - so even some random thing, like a misbehaving vertex, can always be at least manually adjusted. In a game engine, not so much.

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Youā€™re basically going to be dealing with some combination of a ton of tentacles or a skirt from the head. So something like these approaches from Pierrick Picaut might workā€“itā€™s just going to have a lot more cleanup necessary after whatever semi-softbody simulation you get from a wiggle bone-ish add on because itā€™s happening above the arms and shoulders. (So youā€™ll probably need to figure out some more creative constraints for making the hair interact with the shoulders before becoming a ā€œskirtā€ below, that works for your intended animations.)

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Sure, if you want the hair to look like thick blocky tentacles, these methods will work. Actual hair? Canā€™t be done in Blender or any existing game engines

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I donā€™t think itā€™s a question of making ā€œactual hairā€, but rather a ā€œbest hair possible with current limitationsā€ :person_shrugging: As has always been in CG, real-time or not, no? Same thing still goes for cloth, after all, and a ton of other things.

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Right, my point is that hair this long isnā€™t possible with the current limitations, even for AAA games or animated movies unless itā€™s in an updo or braids. The only example I can think of that goes against this point is Tangled, which falls into the category of ā€œcustom tech with hundreds of hair artistsā€ and doesnā€™t apply to a single person working in a game engine

If Iā€™m wrong, it should be quite easy to show examples of waist length hair animated in game engines in real time, but I canā€™t personally find any

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Maybe the OP just tell for which purpose this is actaully neededā€¦ maybe itā€™s even an XY problemā€¦

because:

ā€¦and this:

seems to be not for a gameā€¦

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Hmm, maybe not ā€œwaist lengthā€ (not for hair card at least), but things are certainly improved in recent years.
Check out Mia from Resident Evil 7. Notice how her hair goes over her shoulders. Whatever noticeable clipping happens, seem to be mostly restricted to hair itself.
And there is a lot of intense close-ups with this character - swaying, falling, fighting - sheā€™s not at all static.

Video, spoilers for RE7, obviously:

Summary

https://www.youtube.com/watch?v=TDOthAtbbd4

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And since the actual question was how to create the hair cardsā€“I havenā€™t tried the add-on yet, but it seems this person already did the work for taking geo nodes hair (groomed to be sparse but the shapes you want) and making it into cards.

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And it avoids the biggest problem of all, they then donā€™t animate it.

Very stiff, restricted ā€˜hairā€™, no doubt due to the fact they are using basic cloth type simulation and collision with the body to move around the mesh hair strips or longish hair cards.

If the OP wants to rig and ā€˜animateā€™ the hair of that image shown, then really itā€™s easy, you just treat the whole thing as a big, long ponytail, place a number of bones down along it and animate as if itā€™s no different then a limb, etc.

Will it look anything like the beautiful flowing hair in Tangledā€¦ hell no, but there is no way you are getting that with Blender, even as a video output, let alone in realtime for a game.

Just look at all the Blender Studio films, they pretty much avoid hair and cloth simulation, etc at all costs, I bet thereā€™s a reason for that.

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