Graphics Reference
In-Depth Information
The
Goal
fi eld has been raised to
1.00
so that the hair always returns to its original style.
G Damp
has been
raised to
5.46
from the default of
0.00
to make any bounce settle down more quickly.
Use Edges
has been
disabled, which removes the ability for the hair to stretch. Under normal conditions hair does not stretch,
so we can eliminate that whole sector of calculations. The main variation that makes the simulation work,
though, is reducing the
Mass
fi eld to
0.30
. Hair just doesn't have a lot of mass, and therefore momentum and
inertia, so this reduction is key.
The Soft Body
Bake
button is found on the
Collision
panel, which is often tabbed in with the main
Soft
Body
panel. Set the frame range for the simulation and press the
Bake
button. Of course, before you begin
testing your Soft Body settings, you need to include some kind of motion for your simulation to react to.
When testing the settings for the mother's hair, a simple turn of the head over 20 frames was suffi cient.
You can examine the fi le “mom_soft_hair.blend” if you want to see the fi nal effect in motion. Once again,
due to time and fi le management constraints, I decided not to use the soft body simulation for the mother's
hair in
The Beast
.
If you really need to have long hair that fl ies about, wraps around necks and generally makes a dynamic nui-
sance of itself, you will need to enable collisions and collision detection.
Figure 14.85 shows the
Collision
panel. With the character's mesh object selected, enable
Collision
on this
panel. The default settings should be fi ne. In the Soft Body settings, you will need to reenable
Use Edges
,
which is required for collision detection. If you like, you can raise the
Fuzzy
value on the
Soft Body
Solver
panel to speed things up a bit. Raising this setting can introduce inaccuracies into the simulation, but
it is worth a try for the time it can save.
Figure 14.85
The Collision panel
Then set a frame range and press the
Bake
button on the
Collision
panel. Most likely, it will take a lot lon-
ger to calculate than before enabling collisions. The only advice for keeping the time in check is to raise the
Fuzzy
value and to try to keep your use of Parent strands to a minimum. The fewer parents that have to be
calculated for the simulation, the more quickly it will go, giving you more time to fi ne tune the results.
When working with Soft Bodies for hair in your animation, it is important to give the simulation some “pre-
roll” time, especially if the shot begins with your character in motion. While it is possible to move animation
keys into a negative frame range so that your character hits frame 1 in full motion, Soft Bodies can begin
their calculation on frame 1 at the earliest, meaning that they start from a standstill.
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