Help Animating Hair

I finally finished grooming my hair system, then tried to watch the hair dynamics…

And the hair particles don’t move with the emitter(Highlighted outline). It does move with the initial animation where the motion isn’t as extreme.

Any Ideas? I’m Stumped.

Have you tried to bake it?

https://youtu.be/a-jTjFzox-s

I did try to bake it, same result. As for the video, that is the tutorial I followed to get this far.
link to the blend file: https://drive.google.com/file/d/1sUkWkaqV8c1nGzZjdri3kkwshrSAjCqa/view?usp=sharing

When it comes to the current particle based hair system and animation my default idea at the moment is to just not do it. So many tutorials for hair usually are just static rendering and the odd one or 2 that ‘cover’ animation usually just cover the basic theory and example of how do it (most of the time this is with a hairy ball, great if your character is cousin IT) or it’s just a mess of wild hair flowing and moving like crazy.

If your goal is a character like say Moana or even shorter straight hair like say Violet (from the Incredibles), then my general view at the moment is forget about particle hair. There’s a reason why all the Blender Studio characters have either very short, very stiff or hair in a pony tail.

In case you are wondering, some of the problems you will hit are:

  1. Only the main created guide hairs are tested for collisions, ALL children hairs will just cut right through the face and there’s nothing you can do about it.
  2. You can style and shape the hair as much as you like, but as soon as you apply animation dynamics, it will basically fall apart and just be pulled down by gravity while pushed away from any collision object.
  3. You have no control over the resulting simulation, you can’t just add a shape key and apply some minor adjustment between frames 55-65. It’s just a mass of data which does it’s thing and that’s basically it.

Blender is working on a new system, but so far it doesn’t look like animation has been considered. They are basically replacing the current styling system and then allowing it to be changed using Geometry Nodes.

My current solution has been to try using mesh strips with a cloth simulation and then hook modifiers in order to make minor adjustments as needed.

It’s an early test and depending on how fast Blender devs are, the full new replacement system maybe be ready before I really need a final solution.


Is this what you want to do?

If this method is what you want, just parent the hair emitter as the child and the headbone that controls the tilt of the character’s face as the parent.

Depending on the type of hair, alpha cards with a cloth modifier can be a better solution. There’s an addon that will create good alpha hair and place them on your mesh. I can’t recall what it was called, but it works with the latest versions if I remember correctly.

Thank you guys so much, I will try all of these strategies and see which one I like the best!

Still having the issue. Is it possible that since I’m on 3.0 it isn’t working? Or mb its because my computer is just reallllllllly old. Would prefer to use particle simulation rather than cloth, but I’ll mess around with those to see if they will work better than this.

I tried the following steps.

① Parent setting of hair emitter and headbone
② Delete (invalid) the second armature deformation set for the hair emitter.
③ Rebake the simulation data of the hair emitter

I don’t know what you want to do with your ideal data structure, but I think you should disable the extra settings and try the operation with the minimum configuration.

I think that the operation is heavy because the settings and simulations that do not need to be set are set.

(* It has been confirmed that it works properly even with version 2.9, so I don’t think it is a problem with the blender version or PC specifications.)

Nah, it will work fine in 3.0.

First thing to do is disable/turn off all the particle systems, until the hair emitter mesh moves with the head, the rest doesn’t matter.

I’m not totally convinced you have all the linking and parenting setup right. Both the head and the hair emitter should have the same armature and the hair emitter needs to be parented with the main head bone, so that it moves as the whole head does.

On the subject of moving, you need to then be in pose mode and move/rotate the bones, not object or edit mode.

So, after some trial and error, I implemented what you guys said, and it works now! :smile:


What i ended up doing was deleting the hair emitter completely just so the settings would return to normal (cuz i jacked them up and didn’t know how to fix). Added a sphere, made it the right shape, and parented it to the bone (As N_N said), and made sure the emitter was following the armature first (as thetony20 said). Added hair dynamics, and did some stuff with grooming, and voi la! It works now. Thank you to everyone who helped out a blender noob! :blush: