Hey guys!
In our last post, we showed you how we used Unity’s clothing system in order to simulate the cloak of Taraghlan.
This time we made use of the clothing system again but with a different use case: to simulate hair!
First approach: Rigging
Our first approach was to rig the single hair strains within Blender and to build-up a joint-system in Unity. We hoped that with the correct settings Unity’s Physics Engine would simulate the hair as we want. Sadly this approach didn’t work out and we lost some time on it.
Second approach: Clothing system
The next approach was to make use of Unity’s clothing system.
I wasn’t sure if Unity can handle volumetric meshes. But after setting-up the Cloth-Component I was really satisfied with the result. It actually simulates the hair quite well. (Sadly the run animation is pretty Alpha)
Hair simulation in Cutscenes
I think the hair system gives the current cutscenes a lot more dynamic:
Slowly we’re coming to our goal to animate the whole scene:
The characters are animated (with WIP animations)
The hair and clothes are simulated
The grass is shaking in the wind
Our next step is to add some awesome particle effects!
Thank you very much!
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