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Rigging a Predators Dreadlocks? Any suggestions appreciated!
show user profile  Screenwriter805


UPDATE: ditched MassFX, got it working with Cloth mod. Certain meshes seem to break the simulation, but I am sure I just need to start the sim with the dreads in their own neutral position instead of modeled in place already... Given the project, I can live with one mesh clipping.


ORIGINAL: Hi all, been years since I was on here, had to make a new account. I'll just get right to the point. I have a rigged predator model and everything deforms as expected except the dreads... I've tried flex, but they look like rubber bands, then tried cloth, but collision settings are giving me a hard time... Tried Mcloth, which works best, but my collision objects (which are organic meshes) don't rotate or move when I bake animations so I get this invisible force field like effect... Any suggestions for an optimal rig?
read 726 times
8/22/2015 12:20:43 AM (last edit: 8/24/2015 1:00:05 AM)
show user profile  Mr_Stabby
Last time I had to animate poly hair I used cloth. Make thin, single sided strips of polygons along each of the dreads, in cloth check the box for using cloth's depth/offset and set them relatively high (don't know about the scale of your project but the offset should make up 90%+ of the collision area. Preserve constrain the first edge of each strip and skinwrap the dreads to the strips.

It takes a lot of tweaking to get it look right, for one, you want the strip collision areas to be as tightly packed as possible while not exploding on simulation start. Second, the falloff parameters on skin wrap only get you so far, you're probably going to have to do a fair bit of manual tweaking of the effect areas so each strip only affects one dread.

Alternatively, unless theres a big variation in how the individual dreads look like, you could use the hair & fur mod and instance the mesh to the hair strands and then use h&f to style and simulate.

Overall though, max is really not suited for developing characters, especially ones with secondary dynamics. Its just outdated and broken in a lot of the required areas.

read 694 times
8/22/2015 8:34:08 AM (last edit: 8/22/2015 8:34:08 AM)
show user profile  LionDebt
There was a great tutorial on doing that octopus-jawed undead captain from Johnny Depp's Magical Disney Pirates film. Can't find it now though, the principles should, however, transfer nicely to predator dreadlocks.

edit: Just read stabby's post - yup, the tut I mention used a Cloth-type solution but looked fiddly as all hell. And some of the tentacles were manually rigged (bones) to allow them to be prehensile and shit.


read 684 times
8/22/2015 11:17:14 AM (last edit: 8/22/2015 11:41:34 AM)
show user profile  FX
Spring Magic...






read 674 times
8/22/2015 1:07:00 PM (last edit: 8/22/2015 1:07:00 PM)
show user profile  9krausec
collision not included.


https://youtu.be/yhHg0ZD1ULQ

On my phone and I can't figure out how to embed.




- Portfolio-




read 667 times
8/22/2015 1:51:37 PM (last edit: 8/22/2015 1:52:16 PM)
show user profile  Screenwriter805
Thanks for all the feedback! I am able to simulate the hair well enough, used the actual geometry, capped holes, upped pressure, preserve constrained, and upped the U and V bend, and density... Seems to be colliding well enough with the body, head, but his shoulder cannon seems to break the simulation. And I agree with you, Mr. Stabbey, Maya probably would be my best bet in the future.
read 639 times
8/24/2015 12:54:46 AM (last edit: 8/24/2015 12:54:46 AM)
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