Maya Hair Simulation with imported collision geometry

David Nelson
David Nelson Posts: 1
edited July 2022 in Programming #1

Is there a tutorial or workflow not using Hait Template to setup maya FBX exported splines to setup to simulate in Lens Studio with it's Hair Simulation and collision system?

I have been looking into the documentation for Hair and Maya and found some basic documentation here: https://docs.snap.com/lens-studio/references/guides/lens-features/tracking/face/face-effects/hair-simulation#hair-component

This seems to show how to do this with template but I am looking at doing some simple collisions with imported, enveloped geometry and attaching splines.

In Unreal this workflow would be similar to https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/XgenGuidelines/

Any time, comments, or suggestion are much appreciated.
-David.

Follow up: If anyone is interested, I built some custom hair attachments in Lens and attached them with per bone collision object colliders, a baked skeleton join along surface in maya via FBX, then parented each collider and hair object in lens for desired effect. I started with the hair template and built from there. It's a cheat since I cannot paint per hair attribute physics not deforming hair base, but it worked alright and made some interesting results.

Comments

  • If anyone is interested, I built some custom hair attachments in Lens and attached them with per bone collision object colliders, a baked skeleton join along surface in maya via FBX, then parented each collider and hair object in lens for desired effect. I started with the hair template and built from there. It's a cheat since I cannot paint per hair attribute physics not deforming hair base, but it worked alright and made some interesting results.

  • If anyone is interested, I built some custom hair attachments in Lens and attached them with per bone collision object colliders, a baked skeleton join along surface in maya via FBX, then parented each collider and hair object in lens for desired effect. I started with the hair template and built from there. It's a cheat since I cannot paint per hair attribute physics not deforming hair base, but it worked alright and made some interesting results.

  • Hey David, I'm interested in doing the same thing and was wondering if you could run me through a little bit more of the process you used. Thanks