Im trying to create an idle animation for a character with a hair dynamics/particle effect and I keep uncovering different ways a loop does not work. The model animation loops fine, but the hair resets & makes a terrible loop. I have looked at particle loop videos & gathered that the loop uses 2 particle systems ending and starting on sequential fames, however none of them provide enough info about translating it to hair. Hair is always settling in the first few frames. A section of the frames are perfect, that's all I would like to use. In the cache, I've tried baking the sim with 'start' and 'end' but it starts the sim at that fame, not the bake. I thought about baking a frame range & then running it forward then backward sequentially, but I cant seem to find an option to 1) bake specific frames & 2) import the bake, 3) run it backwards to make a loop. I have fought with this hair for a few days now & finally managed the hair to be chill and normal for 30 frames that I could bake. I managed an un-synced loop by having the start/end frames not equaling my timeline frames. Its the only work around I have found in this time, there has to be a better way to do this. I cant imagine this much work for an idle animation. There are lots of scenes in the blend file I am working between the "Kinidle" scene and the "KinTroub" scene. Feel free to grab any materials out of the texture scene. additionally ignore the cloth simulation issues I have going on.... that's a different post. Thanks in advance
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$\begingroup$ The idea of using dynamics for hair is precisely to let it do its thing at runtime and not caring about it fitting whatever the animation does. There shouldn't be a need to make it cyclic. What is your end goal here? $\endgroup$– L0LockAug 25 at 2:04
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$\begingroup$ Thanks for the extra info. The end goal was to make a loop idle animation. Should I use a different set up for hair then? $\endgroup$– XdragonxalliXAug 25 at 12:42
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$\begingroup$ where is that animation used? $\endgroup$– L0LockAug 26 at 2:57
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