= Dynamics with fur = NOTE: This tutorial is a detailed look into what goes on at the network level. An automatic way to create the same effect is to use the [Add Dynamics|/shelf/furdynamics] tool on the shelf. In most cases, you will want to use dynamics to allow your fur to move naturally on a character. Rarely will individual strands of hair move rigidly with a character. Applying dynamics allows them to move naturally based on the surrounding forces. This tutorial is a continuation of [Using guide hairs|usingguides]; however, instead of using a [grid|Node:sop/grid] object we are using a [torus|Node:sop/torus] because it better illustrates how fur works with dynamics. [Image:/images/fur/dynamic_nodes1.png] # Select the [Icon:SOP/copy][copy|Node:sop/copy] node in the [network editor|/ref/panes/network] and turn on the [display flag|/nodes/sop]. # Click `obj` in the path at the top of the network editor to return to the object level, and select the guides in the viewport [Image:/images/fur/dynamic_wire.png] # Once you have the guides selected, click the [Icon:DOP/wireobject][Wire Object|/shelf/wireobject] button on the __Wires__ shelf. This will create an `AutoDopNetwork` at the object level, as well as all of the attributes and groups needed for dynamics to work properly with fur at the geometry level. # Double-click the `Fur` node to go into its geometry network, and rewire the newly created nodes into your `GUIDE_OUT` [null|Node:sop/null] node. [Image:/images/fur/dynamic_nodes2.png] TIP: To improve how the fur moves, increase the __Points__ on the [line|Node:sop/line] node. # Click `obj` in the path at the top of the network editor to return to the object level, and double-click the `AutoDopNetwork` node to go into the dynamics network. # Select the guides in the viewport, and click the [Icon:DOP/wireglueconstraint][Wire Glue Constraint|Node:dop/wireglueconstraint] button on the __Wires__ tab. # In the [parameter editor|/ref/panes/parms], turn on the __Constrain To Animation__ checkbox. Turning this checkbox on makes the fur to move with the object. TIP: On the __Guide Options__ tab, you can decrease the __Radius__ to make the constraints smaller. In this example we used `0.05`. [Image:/images/fur/dynamic_const_big.png] [Image:/images/fur/dynamic_const_small.png] # In the [parameter editor|/ref/panes/parms] of the [wire object|/shelf/wireobject], click the __Force Model__ tab and decrease the __Angular Spring Constant__ and __Angular Dampening Constant__. By default these values are very rigid for fur. Try `0.025` for __Angular Spring Constant__ and `0` for __Angular Dampening Constant__. # You can now apply forces to the fur such as a [Icon:DOP/fan][Fan|Node:dop/fan] or [Icon:DOP/windforce][Wind|Node:dop/fan]. NOTE: Gravity is added by default when the `AutoDopNetwork` is created. For example: # Select the guides in the viewport, and click the [Icon:DOP/fan][Fan Force|Node:dop/fan] button on the __Drive Simulation__ shelf. # Drag the fan in the viewport using the handles and position it to blow the fur. # Click the [Icon:PLAYBAR/play_forward] Play button to see the force applied to the fur. [Image:/images/fur/dynamic_fan.png]