Hello Guyz !
We are workign hard on our furry charracter fully build with Ox & Lucid and it's time to give some feedbacks.
Here's a preview of the animation we are trying to simulate, a sort of karate AKA :

And a close up of an arm witch could be a real node bag

Ornatrix 4.5.0.7782 & Lucid 1.2.0.7779
We are getting closer to something 'not bad', but for me, it's still far from being clean & 'cinema quality'.
Here's some feedbacks from my FX artist.
- Could be nice to unblock some parameters for animation, like Damping or Dissipation (lucid flex settings), to adapt simulation to the style of animation.
For the moment, the only way we found is to blend with a morpher between 2 simulations. It's pretty hardcore to maintain.
- Possibility to simulate a part of the fur/guides and not all.
- Have a adaptation of lucid particules in size and number along guide lenght.
For the moment a 30cm long guide (arm) has the same amount of particules as a 2cm one (body / arm). So we build Lucid to make long guides being nicely sim, but the short ones are going crazy (because all lucid particules are one above the other).
Possibility to have a differents size along lenght could also be interesting.
- Simulation is pretty unstable on very slow animated mesh. We have tryed to stresh a point_cache of a fast animation, to avoid increasing too munch subdiv. But slow part are now very slow and looks like the simulation is shaking.

- (Ornatrix) From my side, i'm working on a solution to bake a simulated animation and/or loading a Fur on a huge amount of charracter at same time. (furry crowd)
I've tryed the Ox_alembic export https://vimeo.com/166275457
But the files size are going crazy ! +500Mo for 50 frames of a teapot with 100k hairs. How is going to be a +1.5M hair furry charracter ? ^^'
Exporting only guides could be a possible solution ?
- I'm looking for a more robust fallback for hair dynamics. Do i have any other solution than simulating over Maya ?
Thanks !
-p-