Anyone have soft cloth hair working?

Reallusion is taking forever to support this and I can’t see why we need to wait - there must be a manual solution, but I have not been able to get it to work quite right.

Whatever I do, the hair ends up at the feet of the character. It appears to be staying aligned correctly with the head, it’s just in the wrong position.

I’ve tried adding a scalp object and giving that rigid collider physics and attaching the hair, but I have not gotten that to change anything. So close and yet the hair so fair away. Literally.

Has anyone worked out how to get the hair in the correct position?

Hello @markrmiller! I forwarded this over to an expert to help! What is your current workflow? Are you experiencing this issue in Character Creator or are you importing it into another app?

It wasn’t hair, but I tried doing the same with with a character from iClone8/CC4 with a cape and had the result was the same as yours, it was just dropped right down to their feet as soon as I started playing the scene.

My process is to create characters using CC4, animate the scene in iClone 8 before exporting using the Omniverse plugin.

When using iClone’s soft cloth physics, I always leave about 5 seconds before animating a character, to give the soft elements a chance to settle from their default position. I did the same thing with my test project but immediately the cape jumped down to the character’s feet.

Hi @markrmiller,
by saying ‘manual solution’ , do you mean setup the PhysX property manually in Omniverse Create or Machinima?

Hi @darth.angelus
the character exported currently doesn’t have collision shape, so a cape dropped on the ground

Right, I’m trying to get cloth physics on hair using just Omniverse.

I’m dying to make Omniverse my main rendering solution, but unfortunately, everything I’m currently working on involves a character with long hair and if it’s just static, that really prevents me from being able to render with Omniverse. It’s mostly action scenes.

So I’ve been waiting, first for physics in Omniverse and now still for automatic support from the iClone connector. In the meantime, I’ve worked out things in Blender, but I recently thought, hmm, I could do this in Blender without iClone support, of course I should be able to in Omniverse.

A while back, a lot of my physics experiments with soft cloth would crash, but I figured, let’s give it a try with the recent Create release. Crashed once or twice, but worked often enough for me to stick with it.

The hair seems to be be able to do what I want, but of course it drops to the characters feet. Oddly, it still appears correctly oriented and moves with the head, just down at the feet. The drop at least though, was expected.

In Blender, I’d do something like pin the hair to a vertex group on the head. So I went to the Omniverse documentation to find a similar solution. There it looked like the answer was pretty straightforward. To attach the hair, make another object a ridged collider, overlap it a bit with the soft cloth hair, select both and create an attachment.

So I tried that, using a scalp object on the head as the ridged object. Unfortunately, I saw nothing different in behavior. Perhaps I just didn’t have them overlapping correctly? I would have kept trying, but I wasn’t sure I was quite on the right track, mainly because of how the hair still acted like it was soft cloth and connected to the head, but just down at the feet. It is what I want, just in the wrong location, but my expectation was that it would just drop to the ground like a blanket and sit there. And so I was wondering if I was missing something that maybe someone else had already figured out.

Now that you mention it, I didn’t fully think through my lack of collision shapes, I hadn’t seen them mentioned in the doc in the classic “simpler shaped objects approximating the mesh”, but I figured I’d just try making more body parts ridged physics objects or something.