Can someone please explain to me how hair dynamic work?
I mean, I have a hair length of 0.005 and when I play my animation with my character with hair sometimes the hair gets like 1000 times longer than it ever could’ve been.
Is hair dynamics just a piece of crap - because how can any hair at any point grow a 1000 times in a 1/24 of a second?
No matter what I do with Hair Dynamics, the hair on front of the body goes through the body and makes the back extra hairy and then disappears totally on the front of the body and magically appears through the body.
I can’t for the life of me understand this thing without someone explaining what I’ve done wrong. Or maybe I just missed a key point in physics that say that your hair can grow about a 1000 times in a nano second under certain conditions.
Sounds like perhaps you’re using settings that allow for a lot of stretch in the hair strands, but it’s hard to say without seeing them. Also, the position in the Modifier stack of the hair Particle System in relation to the character’s Armature is critical – make sure the Armature modifier is above the Particle system.
I have two characters:
Character 1’s Modifiers: Armature, Smooth, Particle System #1, Particle System #2 (Emit)
Character 2’s Modifiers: Armature, Particle System
(In that order, top to bottom)
I just want the hair to simply “move” like it should. It’s stuck on the surface of the mesh, and when the character moves so does the hair. Also, I don’t want every hair just to “fall down”, I want them to move slightly when moving. Like a hedgehog’s pecks but a little more movement so you can see that it moves.
Hair length is like 0.005 and the hair can when using Hair Dynamics be extended about 100 times… I don’t understand it at all.
Post a screenshot of your Hair Dynamics settings, please. It’s impossible to troubleshoot a problem without proper information. If possible, post the .blend file.
Wasn’t hair dynamics working prior to 2.5 series? (or working better -I thought there was at least basic collisions before?) If so, couldn’t you just use an older version of Blender to render out just the hair sim and then composite it back into the scene?
This could be horribly complex depending on the scene, models and hair systems. Probably better just to use 2.49b (and Softbody hair) for the entire project. Better yet, get hair up to snuff in 2.5/2.6 – that it is being essentially ignored is a mistake IMO.
Idk I think compositing can seem a lot more complicated than it actually is. I need to find a solution for hair myself because I’m going to be working on a project soon that will make a lot of use of it. If I animated a character in 2.6 would it still be importable into 2.49? I know the animation system was changed.
I’ve done a lot of compositing, including the kind you’re speaking of, and believe me, there are many non-obvious considerations involved. I won’t try and dissuade anyone from trying, just want to state that it can be a major undertaking for a number of reasons, maybe more than is necessary if the job can be done wholly in 2.49b.
No retro-compatiblity for animation – you can adapt 2.4x for 2.5+ but not the other way 'round, AFAIK. Besides the animation system changes, there are significant differences in the rendering pipeline, how things like AO are handled, etc., that can affect how dual versions can be used effectively.
As I stated before, I haven’t changed it and it still gets the same effect.
When you start Blender, create a Particle System and enable Hair Dynamics - that’s it. It doesn’t work, and I don’t know it well enough to understand. But everything from the standard settings just made it worse, or seem like it.