Good works happy sales
Thank you !
I’m super new to this and hair in general in Maya. but is there a way to retain the look of the hair, but make it undynamic or static? I basically want the hair to look as it does but without the added file weight of dynamic hair.
Hi , you can turn all hair ’s dynamic to static mode, by going into Maya Hair system node attribute and under simulation attribute , change it to static.
I’m having trouble editing each hair. whenever I click the poly/plane the hair wont follow. and I can’t edit each hair, when I click “edit GMH style” all of the hair gets selected.
to edit each hair , you can select individual poly surface and go to “Surface Edit” tab of GMH UI and adjust the settings there .
Overall, I am really happy with this script, it’s helped me really control and obtain the hairstyle I wanted quickly.
I do have a problem though and I’m not sure if this is just from being a student but I am having troubles constraining the hair to geometry. I was able to get it to work once by attaching an overall group to my model by point, orient, and scale constraining but somehow this solution keeps breaking and the hair follicles end up slipping out of the model. Overall it looks like it might be a double transformation. Is there anywhere I can seek advice on this?
Hi , To constrain or parent the hair , you just need to parent the original Poly Surface group to head ’s joint then the GMH Hair will follow during animation . so no parent or constrain for GMH Hair group
Hi, I have tried to add another object as a collision object, I have made it a passive collider but the GMHPoltStyleSystem will not collide with the object.
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Hello, I know you addressed it earlier in this discussion but I was wondering if you could go in to more detail into connecting the GMH hair to a character model for animation. As I’m really struggling to do this and feel like I have tried everything?
If their is a step by step guide to do so then I would really appreciate you pointing me in the right direction.
We’re trying to use gmh2 in a non-dynamic way. Our hair is modeled with polygons, gmh2 is applied and we have working hair. Is it possible to drive the hair at every frame with the deformed input of the modeled polygon rather than be simulated?
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