Posted by: | benjamindeutscher | |
Data created: | 30 March 2020 |
Hello! I'm new to Ornatrix, but picked it up quite quickly. The software is amazing and I've made some beautiful hair with it- and sculpted some ZBrush fibers and converted them for a character. The character has lots of screen time and needs good physics to sell the realism of the hair. I've spent well over a week tweaking settings on the Moov node and simply can't get anything approaching acceptable. Sometimes it looks decent if the character is standing still, but as soon as she starts to walk the hair behaves erratically? It seems that no matter what parameter I adjust, it has some severe draw-back. Can anyone share some best practices for good physics that hold a decent shape? Is there a proper workflow I'm missing? Thank you so much in advance! note: I believe the character is about 1/10th scale. I tried adjusting gravity by a factor of 10, but many problems still persist. | |
30 March 2020
#27117 | |
Hello, Check out part 1 and 2 of our tutorial about Moov physics: https://www.youtube.com/watch?v=O5T0_66w5Fc I would recommend to set your model to 1:1 scale. Moov Physics is designed to be precise so is best to work in a real world scale, also the parameter definitions in the documentation will have much more sense compared to the results that you get in Maya. Edit1: If you are using Maya 2019+ make sure that Cached Playback is OFF. A hair simulation engine like Moov Physics doesn't work that way, it have to simulate every frame. Speaking about that, in your timeline make sure your Playback Speed is set to "Play Every Frame", for the same reason.
Jeordanis Figuereo (Product Designer. EPHERE Inc.) |