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I spent some time fixing her hair as it needs to be poofy and flexible. The hair had physics already but it was too stiff to tell and glitchy as all hell. Gif below showing the glitch:


The first problem I found was that there were too few bones for each head hair strand. Originally each head hair strand had 1 bone that would dangle with physics but it needed more bones to not only look better but also maintain a good looking rest pose since it was constantly colliding with the head sphere collider.


Image 1 shows a wrong rest pose. So to fix this I just repositioned the bones, weight painted the new bones, and exported the mesh. Current bone armature is now the following:

Then I realized that the angular constraints for the jiggle physics were not facing outwards from the head for each head hair bone. So some hair strands looked like they were stuck and not moving. Gif below shows the old wrong roll values of each bone.


It's a little hard to see but the blue axis for all bones is facing the same direction. Next gif shows the proper roll values after recalculating them in Blender.


Notice how the axes now wrap around the head. After all of these tweaks I finished what is shown in Video 4.  There are still some deformation artefacts and the underside of each hair strand has the wrong color but these should be fixed easily in the future.


The new eyes are very close to be finished. I had to fix some issues with quaternions and forward vectors. I really want to start on the pickup logic module. Definitely sometime this week.


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