You can simulate hair and fur by adding a
Linear Wire to your interactive groom description. The wires created by the modifier can be converted to dynamic curves and controlled by a Maya nHair system.
Note: You can also simulate hair using a
Guide modifier by following this workflow, although some setting may be different.
This workflow assumes that you have already done the following:
Created an interactive grooming description, styled the hair, and added a
Linear Wire
modifier.
Maya converts the wires to input curves, which are listed under Input in
Attribute Editor and creates an
xgmCurveToSpline_dynamic node. Maya also creates an nHair system with the following objects:
hairSystemShape node
nucleus node
nRigid node, when
Collide With Mesh is on in the
Make Guides Dynamic Options.
Grouped
hairSystemFollices.
Grouped
hairSystemOutputCurves.
See information on these objects, see
nHair nodes.
Play back the simulation to see the dynamic motion of the wire input curves, then rewind to the start frame.
In the
Interactive Groom Editor, select the
Linear Wire modifier.
In the
Linear Wire Modifier group of the
Attribute Editor, beside Reference State, click
Update.
This sets the hair's start pose as the initial frame of the hair simulation.
Note:Guide modifiers do not have a
Reference State attribute.
Play the simulation, then rewind to the start frame.
The hairs now follow the motion of the dynamic wires.
If desired, create an Alembic cache of the hair simulation by selecting the description the Interactive Groom Editor, then
Description > Cache
> Create New Cache.
Use the nucleus and nHair system nodes to adjust the simulation-related settings. For example:
Create an nCache of the hair simulation to accelerate the playback. See
Create or Import nCaches.
In the
Collisions group of the
hairSystemShape node attributes, turn on
Self Collide. The dynamic wires now self collide so they do not intersect with each other.