Amazing setup! Helped me with simmulating full on spartan helmet hair with the proxies. The result is amazing and so epic! I adjusted the Pin group so that more of the hair segments are pinned to achieve this "stiff look", and so that only the tips of hair are moving with animation and physics. Thank You for this video!
Hi, I have two questions: How did you make the skin texture? It looks really good! Was it texture painting? Can you texture the hair to change its color/make it stylized?
Hi ! Yes, the skin is hand-painted. As for the hair, the color can be changed since it's made with a color ramp. You can even play with the Curve Info node to get strands of different colors. I'm not sure what you mean by making it stylized, but stuff like specular and translucency can also be tweaked to obtain different styles. It's fully procedural (but using textures is possible) ^^
Hello, I'm particularly interested in how you made your hair texture? This is my favorite stylized character's hair effect, and I want to make similar anime characters.
Hello ! It was inspired by the tutorial on Lightning boy studio' channel, if you want to make anime characters you should definitely check their channel out ! You can also get a similar shader in the free demo file I put on gumroad (the blond hair) Glad you like it ^^
Thank you for great tutorial! I tried this but I have a problem. Even if the number of hair curve segment is 8, I converted hair curve to mesh then the number of mesh vertices is huge number (over 80) Do you know how can I solve this?
Yes, I do not know why this happens, but the fix is to resampke the hair curves to the correct number (in your case it would be 8), by using and applying a Resample Curve node If you convert right after applying the issue shouldnt occur
This tutorial is awesome! But Im trying to apply this to the tail of a character, the fur is squirrel like. I dont need cloth sim, I just want the hair to move well with the tail so I only have a proxy. I have the proxy with a surface deform on it thats connected to the body, but when I move the tail rotationally, the hair moves WAY to much now lol. Ive been trying to find what is causing the issue and I think it has to do with the set position node thats in the follow proxy. Do you happen to know how to fix this? Thanks =)
I think I may have figured it out. Not sure if its the correct fix. But what I did is, I made all the vertices 100% weight painted on the Root Vertex and rebinded the proxy to the body with no vertex groupings on the surface deform, and decreased the strength. The proxys wont follow exactly with the mesh, especially if you have the strength very low, but it seems to do the job.
That's weird The Set position node is supposed to override previous transformation/defomation affecting the hair curves Is the proxy also affected by an armature modifier, and to which object is it parented to ? I Know having an armature after a surface deform can cause double transformation issues, but apart from this I don't have any other guesses It should be 100% possible for the fur to follow the tail correctly
@@rakenval So the fix I stated above caused some more issues. But without the fix I currently have just the surface deform target to the body with a strength of 1. The proxy curves seem to follow the tail without any issues. But the children seem to go way out of control. Should I use an armature modifier instead?
Ok, so I made a few mistakes and also corrected a few problems. Main problem was that the follow proxy wasn't underneath the surface deform. I fixed that, but it caused another issue. The guides would move with the tail, but the children stayed in place. To fix that, I had to disable Surface Rest Position in the Interpolate Hair Curves Modifier. Then after that, add a Surface Deform in the proxys with the default settings, Target the Body and then bind.
Making a tutorial on the same hairstyle is preferred as it will go well with the current video. However, it is totally up to you as it is your channel :)
Is there any way to make the proxy move with an armature? If I move an armature the hair follows, but the proxy stays behind. Is there anyway to constrain the roots of the proxy to their initial location in relation to the mesh? Similar to how the hair system's roots stay with the mesh?
Proxies should be parented to either the character or the scalp mesh That way they should follow along But if you have cloth sim enabled and are moving the character after the sim was baked, it won't follow because the bake overides evrything
I figured it out. With the proxy material, you'll want to add an object constraint. Select 'Child Of,' then set the target to be the armature and the bone to be the head.
I suppose it depends on how you're using the proxies I haven't explored using it for fur or stuff like that very much so I suppose you could run into some issue there but for haircuts I don't have any problems with my charas (the scalp mesh isn't deforming so it easier) May I ask what is the issue more precisely ?
make sure you extruded the proxy into planes and that the cloth sim is enabled and using a proper pin group It's kind of hard to guess the issue just like that ^^'
I'm not sure actually... I know you can export the curves as an alembic file to import it into Unreal, but past that step, its quite hard to get them to look the same as in Blender. The shader and the thickness of the strands is hard to replicate there. Not sure Unreal has hair tool similar to the hair modifiers either That being said I'm not very experienced with Unreal
hi rakenval, i use this method for animating the hair. but when render in cycle. the hair always been off or messed up.. is this problem happen for u too? i try evee, and it render like normal only in cycle it became messed up..
Hey ! Sadly I do not use Cylces so I wouldn't really know, but it's weird though, I don't think the render engine should be affecting the simulation...What do you mean by "messed up" ?
@@Michael-md1zj Are you sure the root group is entered as the Pin vertex group in the cloth settings ? And if so, make sure the vertices at the root of your strands are assigned to the group with a value of 1
@@rakenval what do you mean root group is entered as the Pin vertex group in the cloth settings? As soon as i select the cloth physic the hair just falls and any adjustments i do in the cloth settings does nothing to the hair. What group are you talking about that the vertices need to be assigned to? I thought if you create the group root geometry node you can skip the selecting the root vertices that you did at 2:23
@@rakenval well idk why but its working now i guess when you press play itll snap right onto the sphere for whatever reason. I did go into the cloth setting and added the pin vortex and also added the collision physic to the sphere.
For a hair groom, parenting it to the head bone of the rig should suffice For fur it's trickier, but a surface deform modifier seems to be a good option
Amazing setup! Helped me with simmulating full on spartan helmet hair with the proxies. The result is amazing and so epic! I adjusted the Pin group so that more of the hair segments are pinned to achieve this "stiff look", and so that only the tips of hair are moving with animation and physics. Thank You for this video!
I feel like I've been looking for ages on a good way to make the geonodes hair controllable by an armature! Thanks for this
Thanks for the amazing tutorial! I've been trying to figure out how to do this!
You're welcome ! :)
Thank you very much for sharing, I had no success using hair dynamics before you
You're welcome ^^
yooo. awesome and helpful. thanks bro, imma wait for your next content. cheer up!
Thanks, I'll resume posting videos after the holiday period ^^
Cheers!
I LUV YOU!!!!!
Hi, I have two questions:
How did you make the skin texture? It looks really good! Was it texture painting?
Can you texture the hair to change its color/make it stylized?
Hi ! Yes, the skin is hand-painted.
As for the hair, the color can be changed since it's made with a color ramp. You can even play with the Curve Info node to get strands of different colors.
I'm not sure what you mean by making it stylized, but stuff like specular and translucency can also be tweaked to obtain different styles. It's fully procedural (but using textures is possible) ^^
Hello, I'm particularly interested in how you made your hair texture? This is my favorite stylized character's hair effect, and I want to make similar anime characters.
Thank you!
Hello ! It was inspired by the tutorial on Lightning boy studio' channel, if you want to make anime characters you should definitely check their channel out !
You can also get a similar shader in the free demo file I put on gumroad (the blond hair)
Glad you like it ^^
Thank you for great tutorial! I tried this but I have a problem.
Even if the number of hair curve segment is 8, I converted hair curve to mesh then the number of mesh vertices is huge number (over 80)
Do you know how can I solve this?
Yes, I do not know why this happens, but the fix is to resampke the hair curves to the correct number (in your case it would be 8), by using and applying a Resample Curve node
If you convert right after applying the issue shouldnt occur
sir,i got a problem that surface deform target contains invalid polygons,buy why?
never mind ,figur out, thank your sharing
This tutorial is awesome! But Im trying to apply this to the tail of a character, the fur is squirrel like. I dont need cloth sim, I just want the hair to move well with the tail so I only have a proxy. I have the proxy with a surface deform on it thats connected to the body, but when I move the tail rotationally, the hair moves WAY to much now lol. Ive been trying to find what is causing the issue and I think it has to do with the set position node thats in the follow proxy. Do you happen to know how to fix this? Thanks =)
I think I may have figured it out. Not sure if its the correct fix. But what I did is, I made all the vertices 100% weight painted on the Root Vertex and rebinded the proxy to the body with no vertex groupings on the surface deform, and decreased the strength. The proxys wont follow exactly with the mesh, especially if you have the strength very low, but it seems to do the job.
That's weird
The Set position node is supposed to override previous transformation/defomation affecting the hair curves
Is the proxy also affected by an armature modifier, and to which object is it parented to ?
I Know having an armature after a surface deform can cause double transformation issues, but apart from this I don't have any other guesses
It should be 100% possible for the fur to follow the tail correctly
@@rakenval So the fix I stated above caused some more issues. But without the fix I currently have just the surface deform target to the body with a strength of 1. The proxy curves seem to follow the tail without any issues. But the children seem to go way out of control. Should I use an armature modifier instead?
Ok, so I made a few mistakes and also corrected a few problems. Main problem was that the follow proxy wasn't underneath the surface deform. I fixed that, but it caused another issue. The guides would move with the tail, but the children stayed in place. To fix that, I had to disable Surface Rest Position in the Interpolate Hair Curves Modifier. Then after that, add a Surface Deform in the proxys with the default settings, Target the Body and then bind.
Glad you resolved it, well done 👍
The Interpolate Hair modifier can be a bit tricky to work with sometimes
Do you also have a detailed tutorial on how you made the hair using the new hair system as well?
Not yet, but I could make one soon👍
@@rakenval That would be great! Looking forward to it !!!
Would you prefer to see the exact same haircut as in the video or some other hairstyles ?
Making a tutorial on the same hairstyle is preferred as it will go well with the current video. However, it is totally up to you as it is your channel :)
Okay okay, I'll probably make two or three anyway ^^
Is there any way to make the proxy move with an armature? If I move an armature the hair follows, but the proxy stays behind. Is there anyway to constrain the roots of the proxy to their initial location in relation to the mesh? Similar to how the hair system's roots stay with the mesh?
Proxies should be parented to either the character or the scalp mesh
That way they should follow along
But if you have cloth sim enabled and are moving the character after the sim was baked, it won't follow because the bake overides evrything
@@rakenval Yeah i'm having the same problem
I figured it out. With the proxy material, you'll want to add an object constraint. Select 'Child Of,' then set the target to be the armature and the bone to be the head.
The proxy method doesnn't seem to work with rigged meshes too well
I suppose it depends on how you're using the proxies
I haven't explored using it for fur or stuff like that very much so I suppose you could run into some issue there
but for haircuts I don't have any problems with my charas (the scalp mesh isn't deforming so it easier)
May I ask what is the issue more precisely ?
Nice! But after applying the create roots group modifier I get "Evaluated geometry from modifier does not contain curves"
That's weird 🤔
Are you sure you applied the group before extruding the lines into thin planes ?
@@rakenval forgot to convert the proxy mesh thanks.
@@rakenval I don't know what im doing wrong, but when i press the play button in the timeline, nothing happens
make sure you extruded the proxy into planes and that the cloth sim is enabled and using a proper pin group
It's kind of hard to guess the issue just like that ^^'
@@rakenval I fixed it! I extruded it from the side view and not in the x/y axis (by pressing z at the same time as e)
can i kiss you? thank u so much for the tutorial man.. i learned a lot from this video
Hi - how well does this hair method translate to other programs like Unreal 5?
I'm not sure actually...
I know you can export the curves as an alembic file to import it into Unreal, but past that step, its quite hard to get them to look the same as in Blender. The shader and the thickness of the strands is hard to replicate there. Not sure Unreal has hair tool similar to the hair modifiers either
That being said I'm not very experienced with Unreal
@@rakenval Thanks for the feedback! It's greatly appreciated!
Раньше можно было просто кнопку нажать. Dynamic hair. (
Ye, I'm hopeful a similar simulation option will be added to the new system eventually
hi rakenval, i use this method for animating the hair. but when render in cycle. the hair always been off or messed up.. is this problem happen for u too?
i try evee, and it render like normal only in cycle it became messed up..
Hey ! Sadly I do not use Cylces so I wouldn't really know, but it's weird though, I don't think the render engine should be affecting the simulation...What do you mean by "messed up" ?
do i create a root group node for the proxy mesh or the hair curves?
for the proxy, since it's the one you're going to work with for simulation and / or rigging
@@rakenval Okay whenever i add the cloth physics the mesh just falls off the head it doesnt stay attached to the head
@@Michael-md1zj Are you sure the root group is entered as the Pin vertex group in the cloth settings ? And if so, make sure the vertices at the root of your strands are assigned to the group with a value of 1
@@rakenval what do you mean root group is entered as the Pin vertex group in the cloth settings? As soon as i select the cloth physic the hair just falls and any adjustments i do in the cloth settings does nothing to the hair. What group are you talking about that the vertices need to be assigned to? I thought if you create the group root geometry node you can skip the selecting the root vertices that you did at 2:23
@@rakenval well idk why but its working now i guess when you press play itll snap right onto the sphere for whatever reason. I did go into the cloth setting and added the pin vortex and also added the collision physic to the sphere.
can this be applied to hair cards too??
Yes, you don't even need proxies with hair cards, just add simulation direclty to them ^^
oooh that's great, THANK YOU@@rakenval
how to bind this to rig?
For a hair groom, parenting it to the head bone of the rig should suffice
For fur it's trickier, but a surface deform modifier seems to be a good option
@@rakenval Surface deform wont use concave polygons :/
Add a triangulate modifier to the target, do the binding, and then remove the triangulate
@@rakenval you have been extraordinarily helpful, thank you.
Good tutorial but it's way too fast.
Sorry to hear that, I'll try to be careful with future ones
Promo sm