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  • Thanks for the description Steve

  • Length isn’t a problem but resolution probably is

  • It’s got to be worth a support submission since the behavior should be the same

  • I just did some tests (dropping a cloth on the sphere stuff) and if I have Project Settings FPS 30 and render settings 30 the cloth hits fully dropped at 30-ish frames and with the render FPS at 60 it’s still 30 frames (as you are seeing) but if I do a Preview Render and set FPS there to 60 it’s now 60 frames to full drop…

  • are those Preview Renders?

  • the look of the hair as polys is dependant on the material you put on. Since troll hair is some form of plastic (I assume) and the hair mat is trying for human hair it’s likely a good material will get you there just as well, it’s also possible that one of the other hair generate shapes will give a better look and with the cage method the number of polys (which is why I was testing with flat with the earlier tests) is less crucial as a performance hit

  • I’m still testing but this looks promising https://greyscalegorilla.com/tutorials/how-to-make-a-low-poly-mesh-for-softbody-dynamic-effects/ — create the hair as polys (Generate/Flat) and do a cage around it and soft body it – not like in the video, totally soft but soft-ish. It would require a connector and maybe it’s too complex…. ah, maybe cage the entire troll, hair and all and use vertex weights to make it flexible only for the hair… going to test more at home where I have some more horse power

  • the problem would be that the joint/spline chain also has no real polys so wont react to collisions (I would think) but if you had geometry in the hair (I assume invisible) that got the hair to flex with it . I’ve had some success with separate objects with hair that is generated polygons but as before the hair will bounce with the object impacting something and will stop the whole object from rotating but doesn’t deform in response to hitting something itself. i.e. object hits floor hair attached to object bounces but if hair hits floor first, it collides but does not deform. Settings are really touchy with this as well, it’s easy to get ‘explosions’ due to the interaction of dynamics and hair dynamics.

    12563_trolltrial2.c4d.zip

  • you can get the hair to stay as it’s styled by checking Rigid in the Hair/Dynamics tab *but* you are going to have trouble with the hair and other objects with dynamics involved. Limit the emitter to a single troll (don’t select Rigid yet) and select the hair object and watch what happens, it falls like it’s not moving because it isn’t – not in it’s own ‘hair space’ anyway (and as the single troll falls into view it’s hair will be doing exactly the same thing). You can get hair to react to dynamic objects but you can’t get the dynamic objects to react to hair, their dynamic systems are not related. At least I think it’s not possible with hair guides since the hair isn’t really there (so to speak, it’s a volumetric render of splines). Testing, the only thing I could do was Generate in the hair object as Flat (or any of the poly hair probably but Flat will be quickest) and that would react like a solid and stop the object from rotating the hair through the bowl. Getting that to look soft might be possible but more testing is going to have to wait until tomorrow.

  • this seems to work for me. Very simplified but the general structure should work. Only the ‘head’ gets a tag (Compound Collision Shape, no Inherit) the ‘eyes’ and hair are children of that. The eyes are that massive only because I wanted to make sure they were included properly in the collision calculations and you might not even need a compound collision shape if the eyes aren’t going to be bouncing off things (I’ve seen various versions of the dolls and don’t know what yours look like).
    Putting a hair collide tag on the floor worked fine but when I tried it on the hemisphere it broke the hair until I made the hemisphere editable and reversed the normals.

    12553_trolltrial.c4d.zip

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