Dynamic Setup script
mel
dynamic_setup.mel4.51 Kb
To prepare the hair for dynamic setup, you need to ensure that the roots of the curls are on the surface of the head. The simplest and fastest way to magnet them to the head is to use a shrink wrap. Run the script that will select the root points of the NURBS, and press 'shrink wrap'.
https://boosty.to/ahoge/posts/3eec95a4-1584-42da-afbb-35090c86cd4b
https://boosty.to/ahoge/posts/3eec95a4-1584-42da-afbb-35090c86cd4b
Currently, the script only works with NURBS cylinders parameterized from 0 to 1. Therefore, before running the script, go to Rebuild and check this parameter.
Then, press the 'delete intermediate object' button, which was added in version 0.9 of the plugin. This activated command will automatically delete the orig shapes that can appear if you apply certain deformers (like a wrap) to the NURBS. You can also find them manually using a search mask and delete them yourself.
Next, select the group of NURBS and the head or scalp geometry. The script will create curves inside the NURBS, convert them into dynamic curves, create bones along each curve, and bind the NURBS to these bones. The dynamic curves will control the bone chains via an IK spline.
For the dynamics to display correctly in the viewport, you need to set the playback to 'play every frame' in the settings
scripts
video tutorial
Kaoru Salgado
I don't know why but when I apply the dynamic script it doesn't work in all the nurbs.
Apr 08 04:11
Kaoru SalgadoReplying to Ahoge
Is there a way to make the hair dynamic if I already rigged it with the plugin? I’d love to create a hybrid rig where I can turn the dynamics off and control the hair with controllers.
Apr 08 19:26
AhogeReplying to Kaoru Salgado
Kaoru Salgado, to animate Ahoge you need to rig the NURBS surfaces, which are ordinary geometry in Maya that can of course be rigged however you like.
Apr 08 19:35
Dakota galaxy
dose this still work when exporting to xgen?
Apr 26 00:04
Ahoge
Dakota galaxy, yes
Apr 26 00:19
Ahoge
Dakota galaxy, yes - it should.
Apr 26 00:21
Hùng Văn
Is there a way to use the 'delete intermediate object' function in older versions?
May 02 14:52
Hùng VănReplying to Ahoge
Ahoge, How do I export the dynamic hair I created to UE5? And how do I attach the exported character geometry cache?
May 03 08:01
AhogeReplying to Hùng Văn
Hùng Văn, https://ahoge.wiki.gd/documentation/ExportAlembictoUnreal
May 04 17:27