RE: (hair) A dreaded hair question, and I don't mean Bob Marley.

Date : Wed, 17 May 2006 21:34:36 +0100
To : <XSI(at)Softimage.COM>
From : "kim aldis" <kim(at)aldis.org.uk>
Subject : RE: (hair) A dreaded hair question, and I don't mean Bob Marley.
Very often, the way you work with hair will vary very much according to the
specifics of what you're going to be doing with it. You may be able to rig
it to achieve what you're looking for. Can you give us more details? 

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Greg Smith
> Sent: 17-May-2006 19:49
> To: XSI(at)Softimage.COM
> Subject: (hair) A dreaded hair question, and I don't mean Bob Marley.
> 
> Okay I know that XSI's hair leaves much to be desired (very 
> much indeed). However its been my duty for the past couple of 
> days to get a better understanding of how hair works in XSI, 
> and how difficult it is to push it to the breaking point 
> (which is not all that hard, just add Dynamics). So that 
> said, I was wondering if anyone had figured out how to get 
> decent performance out of the dynamics without having the 
> guide hairs emmiting in positive y axis, get fubared. It 
> seems that, with gravity applied, the desired stiffness 
> settings and dampening result in guide hairs collapsing in an 
> accordian fashion, which sometimes results in the  segments 
> spinning. Now I am no expert of hair digital or real (hair 
> styling just never perked my interest as a kid), however 
> observing hair in the real world, I never really seen hair 
> collapse on itself the way it does in XSI.  Its as if each 
> child segment, has no real corresponding angular relationship 
> with its parent segment. So when put in a situation where it 
> falls upon itself, its every segment for itself.
> Again I am no expert, and I am sure there's more than meets 
> the eye, when it comes to all this. 
> 
> So if anyone has work-arounds or tips to tame this beast, 
> that would be mucho appreciated.
> 
> Thanks,
> 
> Greg
> 
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