works in ver. 5.899. thanks! if anyone's wondering: select the whole strand of hair when you add dynamics. it's going to add the dynamics attributes only to the first controller, the top of the chain. there won't be any dynamics stuff on other controllers. after you create the attributes on the main FK controller, select the first controllers on each dynamics chain and connect the F_ & B_ (which stand for front & back, in case you're wondering) respectively. then edit the parameters on the attributes and use the interactive playback. it should work. worked for me, at least.
Hi, I've been trying to follow your tutorial for hours, but I'm confused. When you add dynamics, are you selecting the whole strand of hair? When I select the whole strand, it only adds the blend attribute to the parent piece of that strand. When I try to connect the tips of the hair to F_Blend, blend does not show up.
Hello! Thank you so much for the wonderful tutorial! I would love to know how to make the hair collide with other objects like the head and body of my character, could you possibly make a tutorial on that as well?
You can rig at new scene. And import file then you can parent constraint between Hair main Ctrl and Head Ctrl. Then hide Hair main Ctrl to protect When you do keyframe.
@@fahjung77 This is what I did but when I parent it to the head the rotation goes bonkers. there's left and right strands and they do not have same locationaxis they rotate in the center. idk how to fix this. any idea?
How did you did that at 2:25? I mean when you Isolate select only, only the joint head (only want to know this one) and nurbe curve left. I really don't know how you did that.
@@fahjung77First, I'm sorry this gonna be long. Hmmm, how I want to describe this. In that video, when you isolated the nurb curve, your curve and that tiny joint appear together. I tried to isolate it but only nurb curve appear, just like the picture I tried to show you. Try you compare you video when you isolate it with my picture I send earlier. I really want to rig hair really bad.
I found a fix if anyone encounters this error: AdvancedSkeleton5.mel line 50611: Name 'fat' of new attribute clashes with an existing attribute of node 'joint_wheel_1_L'. // AdvancedSkeleton5.mel line 50611: Found no valid items to add the attribute to. // My rig was not symmetrical and it isn't meant to be, and building the rig by default breaks it. A solution I found was to set the start joint of each branch of asymmetrical hair to have the attribute "nomirror" AdvancedSkeleton>Body>Edit>Attribute>(twist/bendy drop down list) nomirror After that it builds as per normal from the root joint, hope this helps! Thank you Nuttawadee!
Thanks so much for this tutorial :) I was wondering if there's a way to prevent the dynamic joints from snapping to the rig from Origin if the rig has been moved away from the origin?
I will set Blend dynamic. **frame animation 1 = 0 **frame animation 20 = 0.5-1 If the movement is very strong, I'll set it a little. **Blend dynamic = 0.35 - 0.5
Your tutorial is very perfect. Thankso so much for this tutorial. But I found something strange while working on animating. If I start with my head in motion at 1F, hair move strangely. I'll attach a video. Do you happen to know how to solve this error?
Playblast 1 is a friend who has an error, and playblast 2 is a friend who is normal. The difference between the two is whether they start from scratch or not. All of this is in the process video, so if you don't have time, I recommend watching the process only.
The pony tail is rock solid, barely any movement. For normal hair it moves a LOT more. For cartoon hair, it can be exaggerated even further. You could still use the same joint setup for a better simulation though.
I just came back to your video after 2 years because i forgot how to do it, thanks again man!
works in ver. 5.899. thanks!
if anyone's wondering: select the whole strand of hair when you add dynamics. it's going to add the dynamics attributes only to the first controller, the top of the chain. there won't be any dynamics stuff on other controllers. after you create the attributes on the main FK controller, select the first controllers on each dynamics chain and connect the F_ & B_ (which stand for front & back, in case you're wondering) respectively. then edit the parameters on the attributes and use the interactive playback. it should work. worked for me, at least.
Thank you so much!
Is it possible to make a collision detection with the face?
but every controler that has been in dynamic system, cannot be move manually again? are you have any solution so i can move it manually also
thankyou
Hi, I've been trying to follow your tutorial for hours, but I'm confused. When you add dynamics, are you selecting the whole strand of hair?
When I select the whole strand, it only adds the blend attribute to the parent piece of that strand.
When I try to connect the tips of the hair to F_Blend, blend does not show up.
Wow I had no idea Advanced skeleton could do this, thank you so much!
Hello! Thank you so much for the wonderful tutorial! I would love to know how to make the hair collide with other objects like the head and body of my character, could you possibly make a tutorial on that as well?
doesn't work well when rotated tho. Do you have solution to this?
Thank you for the class. Can I add hair rigging after the body and face rigging?
You can rig at new scene. And import file then you can parent constraint between Hair main Ctrl and Head Ctrl.
Then hide Hair main Ctrl to protect When you do keyframe.
@@fahjung77 This is what I did but when I parent it to the head the rotation goes bonkers. there's left and right strands and they do not have same locationaxis they rotate in the center. idk how to fix this. any idea?
Awesome Tut, is it possible to add gravity to the dynamics?
How did you did that at 2:25? I mean when you Isolate select only, only the joint head (only want to know this one) and nurbe curve left. I really don't know how you did that.
You can see this picture.
www.img.in.th/images/9950c5e2b9c3e6a415f22ab1851b7846.png
@@fahjung77 I appreciate if you can help me and others. Only that part I don't know how to do it in the picture that I provided.
@@haiqalfitri3866 I don't get it, you mean you can't find the menu?
@@haiqalfitri3866 If you want to use this menu.
1. Select models or something that you want
2. Click --> View selected
@@fahjung77First, I'm sorry this gonna be long. Hmmm, how I want to describe this. In that video, when you isolated the nurb curve, your curve and that tiny joint appear together. I tried to isolate it but only nurb curve appear, just like the picture I tried to show you. Try you compare you video when you isolate it with my picture I send earlier. I really want to rig hair really bad.
Thanks for this. it worked perfectly on version 5.660. The 5.7 has errors like joint orientations, when I applied dynamics.
I found a fix if anyone encounters this error:
AdvancedSkeleton5.mel line 50611: Name 'fat' of new attribute clashes with an existing attribute of node 'joint_wheel_1_L'. //
AdvancedSkeleton5.mel line 50611: Found no valid items to add the attribute to. //
My rig was not symmetrical and it isn't meant to be, and building the rig by default breaks it.
A solution I found was to set the start joint of each branch of asymmetrical hair to have the attribute "nomirror"
AdvancedSkeleton>Body>Edit>Attribute>(twist/bendy drop down list) nomirror
After that it builds as per normal from the root joint, hope this helps!
Thank you Nuttawadee!
It doesnt work when i click in Build advanced skeleton! how did you do that, it doesnt do nothing
Great bro. thank you so so much
is it possible to do that with the face set up? if yes how would that work?
Yes, but the dynamic latest version have different effect.
You can put body head and hair joints together then you can rigging.
Thanks so much for this tutorial :) I was wondering if there's a way to prevent the dynamic joints from snapping to the rig from Origin if the rig has been moved away from the origin?
I will set Blend dynamic.
**frame animation 1 = 0
**frame animation 20 = 0.5-1
If the movement is very strong, I'll set it a little.
**Blend dynamic = 0.35 - 0.5
Ohh god you are so talented
Thank you! I subbed to your channel! Now im just wondering how you add collision!
Hey, you know where i can to learn do this process step by step? Any keyword without the plugin?
is this set up rigging compatible with Unreal Engine?
I think no.
that really hard but , I did it after 2-4 hours of watching and doing it again :D
Thank You!!!!!
thanks for you so much.
Thanks for this.
Your tutorial is very perfect. Thankso so much for this tutorial.
But I found something strange while working on animating.
If I start with my head in motion at 1F, hair move strangely.
I'll attach a video.
Do you happen to know how to solve this error?
Playblast 1 is a friend who has an error, and playblast 2 is a friend who is normal.
The difference between the two is whether they start from scratch or not.
All of this is in the process video, so if you don't have time,
I recommend watching the process only.
@@Rilirala Your charactor is so Ctue.
In my opinion. You can set dynamic key. (F Blend and B Blend)
EX
Frame 1 = 0
Frame 20 = 1
@@fahjung77 Wow, Thanks to your opinion!!
The pony tail is rock solid, barely any movement. For normal hair it moves a LOT more. For cartoon hair, it can be exaggerated even further. You could still use the same joint setup for a better simulation though.
too fast....
This just breaks for me...
Best u ur voice not musix