In this blender video tutorial, I expand on the previous hair tutorial and go over adding motion to the hair.

We will also cover normal residual motion, as well as adding dynamic wind.

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Discussion

22 Responses to “Creating Hair in Motion”
  1. Posts: 223

    Thanks for the tutorial Dave! =)
    Did you try enabling collisions for Suzanne to prevent the hair from going through?

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    1
    Apr 8, 2010 at 8:22 am
    • Posts: 260

      i took some time to look around and see about the collisions; i couldn’t find them anywhere :( the only collision i found was over in the “physics” button, and i couldn’t tell that it made a difference at all. do you know where the option to turn the collisions on is?

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      1.1
      Apr 8, 2010 at 11:33 am
      • Posts: 223

        Hmm, actually that was exactly the one I was thinking about.. =/ *ponders* I’m sure the solution will be a lot simpler than it seems.. =P

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        1.1.1
        Apr 8, 2010 at 1:55 pm
      • Posts: 260

        right… and if i find it, i’ll blame the “overlooking it” on my new glasses ;)

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        1.1.2
        Apr 8, 2010 at 2:30 pm
      • Posts: 223

        Hehe, sounds like a plan xD

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        1.1.3
        Apr 8, 2010 at 2:35 pm
  2. Jonathan M.
    Posts: 12

    Good tutorial. Adding collision to Suzanne should also solve the problem of the hair falling through the scalp. If you add collision, you won’t have to paint the hair so heavily, and the wind force should effect it more. If I’m wrong please correct me, I haven’t used the new hair system in 2.5 yet.

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    2
    Apr 8, 2010 at 10:15 am
    • Posts: 260

      see my reply above

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      2.1
      Apr 8, 2010 at 11:33 am
  3. Posts: 2

    Hi Dave,

    Great tut and great effort. Keep up the good work, maybe a little hint for next tuts, try to make a short script to follow. Makes your tuts better to follow. Don’t get me wrong, I love the work done here. It just makes it a bit cleaner :) .

    Robert

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    3
    Apr 8, 2010 at 12:12 pm
    • Posts: 260

      yeah i agree that i should at least make an outline of some sort; i seem to hit a few more stumbling blocks than i anticipate when recording :P

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      3.1
      Apr 9, 2010 at 7:52 am
  4. Posts: 19

    Dude… You are awesome… If you ever come to the Virgin Islands (St. Croix) I got your first few drinks.

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    4
    Apr 8, 2010 at 2:10 pm
    • Posts: 260

      throw in the airfare and i’m THERE :D

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      4.1
      Apr 8, 2010 at 2:31 pm
  5. Posts: 119

    Thanks for the tutorial Dave! =) [2]

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    5
    Apr 9, 2010 at 9:30 am
  6. Tobey
    Posts: 98

    Nice tutorial David, enabling the collisions in physics was the first thing that came to my mind when watching but never tested it much b4 so be sure to let us know if you play around with it a bit more and figure it out. What I think needs to be done is enable mutual collision for both the mesh and the particles alike.. maybe I’m way off though. Thanks again.

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    6
    Apr 9, 2010 at 3:09 pm
  7. Lukas
    Posts: 1

    I played around some with the particles and I spotted that increasing the collider friction in the hair dynamics and toggling the physics to the mesh (with particle friction factor to 1) helps a bit.

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    7
    Apr 10, 2010 at 8:15 am
  8. Posts: 18

    The issue with the hair through the scalp is actually a strange bug. I’m assuming it is a bug any ways. What the issue is, is that if you add hair in particle mode, it will not collide with the mesh.

    So if you add a hair particle system and turn on hair dynamics right away without removing and adding hair, they will collide with the mesh. You can remove hair using particle mode, but any hairs you add in particle mode, will not be able to collide with the mesh.

    I’ve tested for a while and I’m pretty sure that that is what is happening.

    -NateW

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    8
    Apr 10, 2010 at 11:03 am
    • Posts: 260

      well good, then it’s not just me :P

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      8.1
      Apr 10, 2010 at 3:33 pm
  9. Ian Sutherland
    Posts: 1

    Collisions evidently are not worked out with the new hair dynamics system.

    “Hair now uses the cloth system, rather than softbody, for animating hair strand dynamics. It currently uses a basic internal friction force to quickly emulate self collisions and volume preservation. Collisions with other objects are disabled for now and will be worked out in the future.”
    http://www.blender.org/development/release-logs/blender-250/particles/

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    9
    Apr 12, 2010 at 1:52 pm
    • Posts: 260

      thanks ian! i blame the overlooking it on my new glasses :D

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      9.1
      Apr 12, 2010 at 2:49 pm
  10. A saurus1
    Posts: 2

    Well, I noticed a couple things.

    1. You tend to use the search function to add items. Are you adverse to using the Shift-A menu? It seems like it would take a lot less time to access the add functions that way.

    2. I believe that for collisions with the mesh, you have to enable collisions on the mesh, in the physics panel.

    3. The Deflect Emitter option is only for the particle mode, not for the particles themselves. This just tells the hairs to deflect from the emitter when sculpting the hair, not when animating dynamics.

    4. For the mirroring (or was this from your fur tutorial, I can’t remember), you have to select all the hairs (A), Particle -> Mirror. Then turn on X-mirror. It’s weird that way.

    5. I was able to draw near the scalp, so I don’t know what went wrong there.

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    10
    May 2, 2010 at 7:37 am
  11. Sonny Hay
    Posts: 2

    Hey, I’ve been enjoying all your tutorials and I think it can be helpful at times to see some of the stumbling blocks you encounter. Tutorials that are thouroughly researched and rehearsed while good to watch and follow can be a little like painting by numbers following by steps. I like the investigative nature of the features you provide and you aren’t afraid to “try” something to get back on track. Aside from the tutorials which are helpful you also give a little chat about Blender’s workings and we get more of an overview of the program itself, stimulating feedback which ultimately brings greater understanding of the awesome toolkit that is Blender… Many thanks!

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    11
    Jul 21, 2010 at 9:57 am
  12. Posts: 1

    hi i am not sure that it would work, but may be the issu of collision with the mesh is to duplicate the vertex group where we want to put the hairs, then add the particle system to the duplicated vertexs ( it also avoid some random hairs problems), finaly add the suzane mesh as a colision.

    Anyways thanks a lot for all those tutorials dave, i am eating them all, and it taste so good :)

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    12
    Sep 9, 2011 at 2:28 pm
  13. Blender Intermediate
    Posts: 1

    Hey im looking 4 the answer 2 the problem too, tried putting the hair onto a seperate mesh then turning on “collision” in the physics, didnt change anything, plz let me no if any1 finds a way around it… would using an older game/physics engine work?

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    13
    Oct 17, 2011 at 8:03 pm

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