View Full Version : Animated Hair Problem
12th Jul 2006, 1:45 AM
Ive just made a new hair mesh, which is animated. Its like pigtails, but puffy.
It works from todler and up.But when it gets to YA,A,and Elders, the puffs come right forward, inline with the eyes nearly.
Id really appreciate any help please.
And i have checked on the thread about the Animation fix for Unimesh.
12th Jul 2006, 1:49 AM
Having a picture of what's going on would probably be helpful, but, well, from what you're describing, I'd suggest assigning those pigtails less to the animation bones... If you've got it assigned 100% to b_hair, for instance, try maybe 50% b_hair/ 50% head. See if that lessens the amount it's animating.
Animations are hard - you have to play with assignments a LOT to get things working just right.
12th Jul 2006, 2:08 AM
heres a pic, just in case you need to see it : http://i22.photobucket.com/albums/b316/callum91/funkypunk.jpg
12th Jul 2006, 2:09 AM
Looks cute. So I'm guessing you didn't want those that far forward, and they're not that far forward in your actual mesh, they're animating to move up like that, or...?
12th Jul 2006, 2:12 AM
Thank you ^-^ It should be up later today
I didnt want them that far forward no.
They arent that forward at all. They are quite back compared to that.
The other ages are fine, its just from YA+ upwards.
In BodyShop its like that too,but the other ages arent.
12th Jul 2006, 2:15 AM
Yeah, I think that's an issue with the assigning to the animation bones. Animation bones are in slightly different places depending on the original mesh you cloned from, which would likely be why it's different for ya/a/e but fine for younger ages. Try assigning them with considerably less weight to the animation bones - maybe even the animation bones as a secondary assignment, like 50% head/50% b_hair or whatever. It'll make 'em less bouncy in the game, but it should keep them from pulling so far forward.
12th Jul 2006, 2:16 AM
That IS cute!
12th Jul 2006, 2:17 AM
Thank you :)
Ill try that now :)
12th Jul 2006, 5:58 AM
If that fails callum, see if you can find a different adult mesh to use as the base for your hair, the animation points might be in a different spot.
13th Jul 2006, 4:16 PM
You should probably assign the left puffy ponytail to l_hair/head, and the right to r_hair/head. I think b_hair is only for ponytails on the back of the head. Can someone clarify? :)
13th Jul 2006, 10:01 PM
Well, I didn't mean ACTUALLY b_hair - I was just using that as an example of one of the hair animation bones, hence the "or whatever." Had started using that one before the screenshot, just kinda carried over. Yeah. :)
19th Jul 2006, 11:44 PM
Ohhh ok. Well I'm not english ... wait can I still use that excuse? LOL :D
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