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Makehuman ponytail not flexible

PostPosted: Mon Dec 02, 2019 8:34 pm
by Joshea
Hi,
I'm working on an animation using a makehuman female model with the standard makehuman ponytail. When she turns her head the bottom third of the ponytail stays put. Like it's caught on something. The weight paint is all blue. I've tried baking in both particles and physics, but nothing. I've tried different physic settings, nothing. I'm attaching two pics showing the problem.
Any help or suggestions would be appreciated.

Re: Makehuman ponytail not flexible

PostPosted: Tue Dec 03, 2019 8:05 pm
by joepal
Seems to be an automatic weight issue.

If you weight paint the ponytail with the "head" group selected and paint it all red, it'll start to behave like you'd expect.

Re: Makehuman ponytail not flexible

PostPosted: Wed Dec 04, 2019 9:40 pm
by Joshea
joepal wrote:Seems to be an automatic weight issue.

If you weight paint the ponytail with the "head" group selected and paint it all red, it'll start to behave like you'd expect.


Thanks jeopal for replying. I tried the weight paint, but it didn't work out. I've also put out feelers to Blender Artists for a solution, but nothing yet.

I'm probably going to cut the ponytail shorter, because redoing the model with short hair and then re-animating all the scenes is mind boggling time consuming. And my skill set for modelling new hair is not adequate for this.

Re: Makehuman ponytail not flexible

PostPosted: Thu Dec 05, 2019 1:19 am
by loki1950
It might help is you actually added some bones within the hair mesh getting any mesh to move properly needs a rigged mesh.

Enjoy the Choice :)

Re: Makehuman ponytail not flexible

PostPosted: Thu Dec 05, 2019 6:34 am
by joepal
Joshea wrote:
joepal wrote:Seems to be an automatic weight issue.

If you weight paint the ponytail with the "head" group selected and paint it all red, it'll start to behave like you'd expect.


Thanks jeopal for replying. I tried the weight paint, but it didn't work out. I've also put out feelers to Blender Artists for a solution, but nothing yet.

I'm probably going to cut the ponytail shorter, because redoing the model with short hair and then re-animating all the scenes is mind boggling time consuming. And my skill set for modelling new hair is not adequate for this.


I did this: Deleted all vertex groups except "head" on the ponytail mesh. Weight painted head group red.

wp.png
wp.png (63.3 KiB) Viewed 5804 times


This only took a few seconds. But obviously this doesn't help with having to redo a whole lot of scenes if you have multiple instances of the character.

Re: Makehuman ponytail not flexible

PostPosted: Thu Dec 05, 2019 9:38 am
by Aranuvir
Though you can make a script of it ;) . I've been experimenting with a pt-rig operator. Being able to add rigs to multiple ponytails at once, would be a missing feature :D. Honestly admitted, I haven't had the problem. yet...

Re: Makehuman ponytail not flexible

PostPosted: Thu Dec 05, 2019 8:30 pm
by Joshea
joepal wrote:
Joshea wrote:
joepal wrote:Seems to be an automatic weight issue.

If you weight paint the ponytail with the "head" group selected and paint it all red, it'll start to behave like you'd expect.


Thanks jeopal for replying. I tried the weight paint, but it didn't work out. I've also put out feelers to Blender Artists for a solution, but nothing yet.

I'm probably going to cut the ponytail shorter, because redoing the model with short hair and then re-animating all the scenes is mind boggling time consuming. And my skill set for modelling new hair is not adequate for this.


I did this: Deleted all vertex groups except "head" on the ponytail mesh. Weight painted head group red.

wp.png


This only took a few seconds. But obviously this doesn't help with having to redo a whole lot of scenes if you have multiple instances of the character.


OK, got it, thanks.