I’m a bit in a hurry but I’ve tried making a Bezier curve deform with SoftBody. I have tried using the Goal button and the W-button, but the result is that with the W button on, the wrong part of the curve deforms (the start rather than the end). I want the first vertex on the curve to stay FIXED and the rest to deform like a curve softbody should… any help here? This is for a curve guide for hair.
No effect. Does anyone who has experience in making animated hair with static, animated particles and curve-guides know how to make a vertex fixed and let the rest be deformed, much like in this movie: http://www.youtube.com/watch?v=nAuOtkyR17Q&mode=related&search=
I’ve always had better control by setting goal weights for curves with the W-key in editing mode, rather than with the Curve tools panel. It also helps first to convert the curve to a Poly rather than Bezier. You can make it back into a Bezier curver after you’re done weighting.
for a bezier, the “beginning” control point has a weight of 0, and the “end” point a weight of 1.
swap these weights. easiest way is the hit N to bring up the properties panel. Also W->set weight works fine.
This is also an easy way to check weights that are already there.
if you subdivided the curve, make sure any points that you want to the softbodied have a weight of 0. when subdividing, new points average the weights of their neighbors so you’ll have to be a bit careful.
zdk1, you have now saved me twothousandthreehundred and twentynine hair strands to clean up from my keyboard. Thank you very very much, your suggestion worked perfectly.