Hair is hard???

Hi

just peeps thoughts on animating hair on a character. Hair is bones rigged? So if you have lots of hair then lots of bones are required - unless a piggy tail/s?

Any solutions or none? :slight_smile:

thanks

I’ve seen some done with particles and also shaders, have a look at the Unity Animation tutorial (main site, under resources) as I think the bunny in there has some fur on it.

Thanks for your reply.

Where did you see the Bunny example??? Cant seem to find it :frowning:

Would’nt it be cool if we could paint it on like grass in the terrain editor. :idea: I prefer horns lol. Before adding any more bones to a model i would try to array meshes to change position like the old animtion days. May take a long time to create but i bet it would be worth the effort. I did it once before(different engine)where the chatacter had preditor like dredlocks and it was wickedly cool looking. and you could make it grow over time and ofc change hair styles. (ie) Like when GOKU(Dragon ball Z) would go super sayen. :smile:

http://blogs.unity3d.com/2010/05/05/animation-view-video-tutorial/

Animating hair is a can of worms, and unless you know what you’re doing 99.9% of the time it looks cr@p.

a) polychain guides + hair/fur shader

most pro method, and good results from fur to long hair.

b) rigidbody bone chains

good for long hair parts like ponytails, dreads and bangs.

c) softbody + weightmaps

this is a simple cloth simulation - with gravity and momentum it can give hair a nice bounce.

Biggest problem with long hair animation - Collision - self collision and collision with head/body.