Forum: Poser - OFFICIAL


Subject: Hair, collision control and animation, oh my.

operaguy opened this issue on Jan 12, 2005 ยท 22 posts


ynsaen posted Wed, 12 January 2005 at 10:44 AM

The collision algorithm for strand based hair in poser 5 is not yet ready for full bore animation, imho. The collision rules are not "strong" enough -- bear in mind, I am a P5 nut, love it to death, but I also do not believe that the collision detection is on par with some of the plugins available out there. For what it is, however, it's very nice. But then, unlike some folks, I don't expect it to be absolutely perfect in an application that costs less than half the plugins that do similar effects. (and note, I don't call it dynamic hair). That said, strand based hair in animation places a huge processing burden on the system, since the bulk of the hairs are calculated at render time (if the hair is made well), with only a few guide hairs showing otherwise. The effect, though, especially when combined with careful manipulation of the position splines for the hair (you do have to style it across frames) and the wave, magnet, and windforce effects, you can get some really killer looks. Cost: time. strandbased hair will take roughly twice the time to render versus helmet hair, and proper use of it requires a great deal of manipulation of it. Verrah scary stuff ;)

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)