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.