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Hair as a beard, attaching to a model?
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  • Location: Nottingham
  • Total Posts: 7
  • Joined: 13 May 2009 10:43 PM

Hi, so I’ve got my character modelled, uv’d, textured. I’ve built my hair systems, but I am concerned on how I should attach his beard to his face.

I would like to use blend shapes on his mouth and jaw, as opposed to rigging them.

Will the curves be able to follow the jaw, if the jaw is deforming by a blend shape?
(the only way I’ve seen this done is with an eyelash tutorial that ‘sets driven keys’ between the eyelashes and the verts of the eyelids, but that would take a very long time for the amount of curves on his chinnychin) :)
Or am I better off just rigging it?

Steve



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  • THNKR
  • Posted: 28 May 2010 04:21 AM

The hair follicles will move with the mesh.



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sorry, is that for the blend shapes only, or the rig?



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  • THNKR
  • Posted: 28 May 2010 05:30 AM

It doesn’t matter. The follicles are placed in UV space on the mesh. If the mesh deforms, the follicles move with it, regardless of how you’re deforming the mesh, whether it is by using blendShapes or some other deformer.



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Ah ok, that makes sense. I think I might have done the hair wrong then?

Here is my workflow for hair

> Create Curves and Loft into Nurbs surfaces (seperate from character mesh)

> Duplicate Surface Curves of the Nurbs to make the more detailed curves for the hair

> Assign new hair system to Duplicated Curves, and then hide the NURB(however this does still control them)

> I end up with two folders of curves, one is follicles and the other is output curves

so I dont think my curves are attatched to my character at all, unless I could attatch the origional nurbs somehow?

Thank you for your help, sorry to be a pain :)



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Sort of figured it out :)

I tested a simple facial rig with an upper and lower jaw bone, and parented the follicles to the approprate bones and all seems well :]



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