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Lightwave: New Hair System

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(Score 5 out of 5 after 4 Votes)
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Date Added: 9th December 2009
Software used:


Here is an 11 minute video covering the new hair system in LightWave, by William Vaughan. This is a "hot" item right now and we hope you will learn a lot from it. Enjoy!

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Video Tutorial

Duration: 10 minutes 56 seconds - File Size: 15.2 mb

To view this video you will need to use quicktime player avaiable at:

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Readers Comments (Newest on Top)
Steve on Wed, 25 February 2015 5:48am
Can you help me with this problem? I‘m running 11.6 and am using FiberFX to create hair for a talking lion. I’m having trouble making the hair work correctly with collision objects that are built into the lion. The motion from bullet is fine, I used the built-in weight map that was created when Modeler created the strands from Fiber FX. I used gradients with that weight map applied, and the result was quite nice in bullet. I also applied multiple weight maps onto the hair strands so they could move with the bones of my lion character. So far, so good. BUT…The bones deformed the guides and the guides also responded to bullet. Now! I could see that the guides were passing through the model in some places. So, I put in some primitive objects, set them for kinematic and parented them to the moving bones. The result I got was that the guides were being pushed way beyond the vertices of the collision primitives. I tried setting the collision margin in negative numbers, but that seemed to jumble up the solution in different ways. Sooo?I thought I’d try a different route and use copies of portions of my character as collision objects. I turned off subdivision surfaces and got rid of extra geometry, cleared weights and maps, and sealed up the ends of both objects. I parented those sections to the bones instead of primitives. I cleared the bone maps from the hair guides, as well, but left the fiber FX weight maps in place. I tested this method in a scene without the lion. I loaded the fibers object, a head collision object (the head section of my character) and a neck collision object (the neck portion of the character). The result was pretty good! Didn’t use bones for the motion, only parented the fibers to the head collision object and used that to move the head into different poses. The fibers worked exactly right with the head and neck objects. BUT now, when I try this method in my existing scene, the one with my animated lion, the hair goes a bit crazy. Different portions get locked inside the neck object while the head collision sends many strands (though not all) into a wild, Medusa-like frenzy. Plus, the new collision objects don’t exactly line up with the original model because it’s being deformed by bones while the collision objects are simply parented to bones. Can you tell me where I am going wrong? Is there a better way out there to make a lion’s mane move in a sane looking way? I have been fighting this for weeks Thanks, Steve Cooper
Lino on Tue, 10 April 2012 5:18am
Thank you so much William. You're simply the best.
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