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I've been playing about with Maya's hair system, here's the problem...
Ive got an ordinary poly plane which is skinned to a single joint
I've then created a 3 degree curve, which spans the length of the plane
I've then converted the curve into a dynamic curve, and parented the original curve to the joint
The joint transforms the original and dynamic curve as expected.
I now want to add the dynamic curve as an influence object on the poly plane, (skin - edit smooth skin - add influence) but when I do this and try using interactive playback, the verts on the poly affected by the curve, want to stick to the original position, they dont move with the curve like I wanted.
Is there a way to achieve this (I basically want to use a dynamic curve as an influence object), do I have to parent any of the follicle nodes to the joint also?
I haven't done any work with hair in Maya, but yeah, I would try to convert the hair into joints, and then attach your skin to the joints.
That's pretty much the route i've taken - seems to be a little more stable than using the curve as an influence object.
Does anybody know if you can limit the degree of rotational freedom on a dynamic hair curve in Maya? I'm using it to deform a feather, so I only want it to bend in Z (up and down) when the wing is flapped.
The dynamic curve is connected to a joint chain with a spline IK, i've tried limiting the degree of freedom on the joints but the result aint so pretty, tends to pop a lot.
create a new joint chain matching the position of your spline ik joints and parent/ point/ orient constrain the axis that you want to move and use those constrained joints as the bind joints to your geo.
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