Cartoon Baby Girl
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- Beta Tester
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- Full Name: Anish Mohan
- Company/Affiliation: FAT BALLOON ANIMATIONS
- Job Title/Position: 3d Art Lead
- Location: India
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Cartoon Baby Girl
Was out of station and couldnt work on hair-farm and it was really horrible time. Got home today and worked on something new..Its a little girl!
Cheers
Anish Mohan
Cheers
Anish Mohan
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- Beta Tester
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- Full Name: Rune Spaans
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Re: Cartoon Baby Girl
You are just hammering these out, aren't you! Great work!
freelance animation, illustration, scripting, lego: http://www.superrune.com
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Re: Cartoon Baby Girl
Nice again
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Re: Cartoon Baby Girl
Wow cool! Nice effect and style!
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Re: Cartoon Baby Girl
A simulation test on her hair.. excuse my amateur animation skills
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Re: Cartoon Baby Girl
Nice work Anish!
Here is what I would recommend: you have four visibly separate groups of hairs, I think it would be better to simulate them separately, so that you can better adjust the parameters. Right now, the pig tails look fine, the bangs are too stiff and the rest of the hairs are stiff down to a point below which they move freely. I assume that you set the parameters this way so that the bottom parts of the pig tails wouldn't move.
If you separate this model into three hair meshes: pig tails, bangs, and the rest, you can better adjust the parameters. You can do this separation very easily. Just create three copies of the object, add a HairMesh Edit on all of them, then delete the parts you want to get rid of.
Pig tails and bangs could be fine without hair-hair interaction for this animation, but if you use hair-hair interaction for the rest of the hair, you can get a more realistic result.
As for Hair Generate and the styling modifiers, you can copy and paste them INSTANCED, so that you can control all of them with the same modifiers. You may also want to apply different styling to each one of these.
Hair simulation is not an easy task, you can't just press a button and expect the simulation tool to do what you imagine. Hair Farm gives you a lot of control for the simulation, so why not use it.
Here is what I would recommend: you have four visibly separate groups of hairs, I think it would be better to simulate them separately, so that you can better adjust the parameters. Right now, the pig tails look fine, the bangs are too stiff and the rest of the hairs are stiff down to a point below which they move freely. I assume that you set the parameters this way so that the bottom parts of the pig tails wouldn't move.
If you separate this model into three hair meshes: pig tails, bangs, and the rest, you can better adjust the parameters. You can do this separation very easily. Just create three copies of the object, add a HairMesh Edit on all of them, then delete the parts you want to get rid of.
Pig tails and bangs could be fine without hair-hair interaction for this animation, but if you use hair-hair interaction for the rest of the hair, you can get a more realistic result.
As for Hair Generate and the styling modifiers, you can copy and paste them INSTANCED, so that you can control all of them with the same modifiers. You may also want to apply different styling to each one of these.
Hair simulation is not an easy task, you can't just press a button and expect the simulation tool to do what you imagine. Hair Farm gives you a lot of control for the simulation, so why not use it.
Cem Yuksel - Developer
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Re: Cartoon Baby Girl
Yes..I tried to manage the stiffness of all the hairs with just one curve...
Your method did cross my mind.. but was a little too enthused over getting it done fast and in time (lazy)
wil try this method next time..
Your method did cross my mind.. but was a little too enthused over getting it done fast and in time (lazy)
wil try this method next time..