Help with maintaining hair shape while simulating

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Hello guys,

I created a haircut for my character and looked online at how I could get my guides animated. I ended up with the workflow below.

My problem now is that I would like to maintain the shape of the haircut. As of now, the guides are all falling under the effect of gravity and end up being straight.

Can my problem be solved with the Guide Simulate parameters? Should I create some additional attributes? Is it a Rest attribute problem?

Thank you!

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image.thumb.png.e74a67798af75627a4f30cae956c1bb3.png (237.0 KB)

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anyone? I am struggling with this one, I don't know what is missing. I have the default mass set to a really small number and the hairs are still falling.

Here's the hip file in case someone has 5 min to check what's missing for my hair to keep its shape.

Thank you

Image Not Found

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hair_test.hip (12.3 MB)
Screenshot 2021-05-17 214049.jpg (168.8 KB)
Screenshot 2021-05-17 214107.jpg (19.7 KB)

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You've got a lot of stuff going on with your guides, something there is causing a problem. Also, best to use only groom nodes instead of the shelf tools. The shelf tools just make things complicated.

To stiffen the hair I extended the roots. I created a new curveu attribute and set the roots to be half the length of the hair.

Attached is that, plus all the animation and hair done in a single node. I copied over your guide nodes minus the ones I couldn't figure out the purpose of. You can use this as a template for further experimentation.

Attachments:
hair_test.zip (5.5 MB)

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Thank you so much BrianHanke. I will try to figure out how to make those roots less stiff then now. As if the haircut keeps its general shape but still moves around.
Edited by anbt - May 18, 2021 06:21:40
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I found what was not working. The Custom Guide Groom node that I took from the SideFx tutorial (Grooming Barry Bacon) was affecting the hairs, I don't know why though but anyway, I replaced it with the original Groom node and it works the way I want now.

EDIT: at the end, vellum sucks to maintain rigidity with many points on curves, Wire DOP does a better job. I didn't know that, fucking hell, all the time I spent trying....!
Edited by anbt - May 22, 2021 13:29:56
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https://www.sidefx.com/forum/topic/75387/ [www.sidefx.com]
Edited by anbt - May 22, 2021 13:30:28
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