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Hello there mighty ones, question about hdt for hair


mortix778

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Posted

Hello!

I'm in owe of meridias, geralts and ponytail hair. Sadly, I've had to switch to "normal" hair becouse I wanted an elf with long, not ponytailed hair. I'm not here becouse I want to request something, oh no I need some information. I've seen a couple of tutorials about how its done etc but there were only hair with ponytails or braided hair.I think that the method is the same but I wanted to be sure, and besides how long would it take to convert one set of long, let down hair ( to the arms) for a newbie like me?

Thank you in advance!

Posted

Same method, just try it out.

 

I suggest you follow Neckros' Video tutorial and script located here on LL.

 

As for how long it takes, is up to you. No one can estimate how quick of a learner you are or what your previous modding experience/3dsmax experience is.

 

edit: Only thing not covered in neckros' tutorial that is essentail is called 'skinning'. I suggest you google another youtube tutorial in 3dsMax once you get to that part.

Posted

First:

 

MERIDIA

shrine%20of%20meridia%20wallpaper%2001_w

 

MERIDA

brave_Merida_hair_curls.jpg

 

 

Second: There are plenty of tutorials about it =)

Check this rant. They guy that posted those links is a complete asshole, but hee was good at gathering info, its more focused at cloth stuff, but it will be a nice start.

Also, as "the orange thing that should not be" said, Nekros created a really useful plugin to do some of the HDT related stuff. Here is the link to the original thread

 

But well, here is the approach to rig a hair in a couple secs (im at work right now, but if i have time later I'll pst some pics)

 

First, you create a box with the exact number of divisions as bones as you have to rig. Then you apply a Free Form Deformation modifier to it, modify it to fit the hair (cover it with the box), then start subdividing the box (from the original Box primitive) to get the exact amount of blending points (0.75 - 0.5 - 0.25) for each bone that will be added PLUS THE HEAD. Once you have done that, add a skin modifier to this and paint the weights. Finally, select your hair and add a skinwrap modifier, select the box as the control object, convert it to skin and presto, you have painted the weights on your hair.

If you have multiple strands on the hair that involves more than one chain of bones, make a copy of your mesh and detach pieces of it and do the above mentioned method, once you have rigged all the pieces, convert all the skinwrap modifiers into skin, add a new skinwrap modifier to the "complete" mesh and add all the detached pieces as control objects, turn the skinwrap into a "rigid skinwrap" and presto, its done.

If you are really lazy, save the skin modifier and just load it for each box you need to create (as long as those boxes uses the same amount of bones)

 

(Merida's hair for skyrim was rigged with this technique, it has some flaws, but its just because the Yoo was lazy)

 

Anyway, just post or send me a pm if you have any doubts, I'll be lurking this forums for a couple weeks =)

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