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!
![5d099e04ac5ad.gif 5d099e04ac5ad.gif](https://i.gjcdn.net/public-data/fireside/posts/6/209/403209/media/5d099e04ac5ad-dzm5q7fh.gif)
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.
![5d099e079d66b.png 5d099e079d66b.png](https://m.gjcdn.net/content/750/2062844-gietavj8-v4.webp)
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)
![5d099e0cb461d.gif 5d099e0cb461d.gif](https://i.gjcdn.net/public-data/fireside/posts/6/209/403209/media/5d099e0cb461d-nxhz22p9.gif)
Hair simulation in Cutscenes
I think the hair system gives the current cutscenes a lot more dynamic:
![5d099e0f9c500.gif 5d099e0f9c500.gif](https://i.gjcdn.net/public-data/fireside/posts/6/209/403209/media/5d099e0f9c500-jvgjpnak.gif)
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
![5d099e15a43ce.gif 5d099e15a43ce.gif](https://i.gjcdn.net/public-data/fireside/posts/6/209/403209/media/5d099e15a43ce-n7edjvjt.gif)
Our next step is to add some awesome particle effects!
Thank you very much!
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