Hello Patreon members!
At least once a month, I plan to upload Blender-related breakdowns and tutorials here. The next post will likely be an introduction to the ARIADNE project.
This time, I’ll be sharing a breakdown of Aria’s hair system.
This is the blend file.
Over the past few years, I’ve been exploring ways to create semi-realistic hair directly within Blender. Aria’s hairstyle is something like a long bob (or is it considered a short cut? Ladies—please tell me what the proper term is!), and getting it to move naturally has been quite a technical challenge. I really didn’t want to use the old particle hair system anymore—I’ve had enough of its instability. So I started exploring alternative solutions.
The method I’ve arrived at uses a proxy mesh with cloth simulation, and transfers its deformations to the main hair mesh using the Surface Deform modifier. Here’s a rough breakdown of the process:
1. Create the hair cards.
2. Convert the hair cards to a mesh (Object A), and assign vertex groups to the deformable areas.
3. Duplicate the assigned vertex group in place and separate it to create a new mesh object (Object B).
4. On Object B, reset the vertex group, then create a new group and assign weights for pinned areas.
5. Apply a Cloth modifier to Object B, assigning the pinned group as needed.
6. On Object A, add a Surface Deform modifier, targeting Object B and the corresponding vertex group.
Please refer to the breakdown video and the .blend file for more details.
Thanks so much!
※ To my international friends: I’m sorry that I still only speak Japanese! To make up for that, I’ve included a .blend file so you can follow along visually.
P.S.
I will explain Patreon and ARIADNE in detail in the next post. Also, this blend file is for viewing only, but in the future I plan to distribute freely available assets. Stay tuned!
-JPN-
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