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I am struggling with the hair physics when working with models from Splatoon. I have tried both Soft Body and Wiggle Bones, but neither have produced a desireable result. The hair does have an armature

For reference, this is what I'm trying to achieve enter image description here

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  • $\begingroup$ you could also try cloth? $\endgroup$
    – moonboots
    Jun 22 at 9:53
  • $\begingroup$ the cloth I've tried just makes it flat, what were you thinking? $\endgroup$ Jun 22 at 12:12
  • $\begingroup$ you use cloth on an invisible plane, and you use this plane as the Object of a Surface Deform modifier you give to your hair $\endgroup$
    – moonboots
    Jun 22 at 13:15
  • $\begingroup$ I'll try that and see how it works out $\endgroup$ Jun 22 at 13:21
  • $\begingroup$ I'm going to give an answer $\endgroup$
    – moonboots
    Jun 22 at 13:22
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Here is a demo of what you could try: Create your main object (1, head), the hair (2) that you subdivide as much as you want, and an invisible plane (3) that you subdivide a bit. Parent both the hair and the plane to the head. Give your head a Physics > Collision, give your plane a Physics > Cloth with a vertex group that you'll use as pin group (here the last edge on the left of the plane so that it sticks to the head). Give your hair object a Surface Deform modifier with the plane as Target, click on Bind:

enter image description here

Animate the head, the hair should move with the plane:

enter image description here

You can also use a cage and a Mesh Deform instead of a Surface Deform if needed:

enter image description here

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  • $\begingroup$ I tried to do this, but all I got was the "hair" clipping through the "head" videoapi-muybridge.vimeocdn.com/animated-thumbnails/image/… $\endgroup$ Jun 22 at 21:16
  • $\begingroup$ I’m using blender 2.9 $\endgroup$ Jun 22 at 21:42
  • $\begingroup$ will i need to seperate the armature of my actual hair before doing this setup? $\endgroup$ Jun 22 at 22:01
  • $\begingroup$ it looks like it's a question of Cache, delete the cache and choose the Disk Cache (you must have baked once, not sure why you need to click on Disk Cache though, then you can unclick) $\endgroup$
    – moonboots
    Jun 22 at 22:01
  • $\begingroup$ that fixed the original object not using collision $\endgroup$ Jun 22 at 22:04

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