Why is my hair glued to my rear?
I may be mistaken, but I think only the ‘standard’ hairstyles are programmed to move like natural hair, and anything from the makeover/hairstyle kit does not move.
Is this hairstyle from the standard “starter” ones, or from a kit?
((helping out non-thinkers since 1989))
Wait, makeover kit hair doesn’t work like regular hair?
That really sucks. Good to know though I was planning on kitting possibly 2 characters hair to kit styles.
As for the pic I don’t recognize the style, I’d guess it’s a kit one?
Haven’t run through creation in a while though, and never for Norn, so could be wrong.
There is absolutely no evidence to support that it would.” -AnthonyOrdon
That hairstyle is from kit yeah im pretty sure (the ornaments though looks AMAZING when paired with a illustrious (default ascended skin) light armor head/mask (makes it look like the hair ornaments are part of the mask, using it on my mesmer
Yeah, the hairstyles I have from kits do not move, but i like the look of them anyway and prefer them from the standard choices (for human, anyway)
((helping out non-thinkers since 1989))
Wait, makeover kit hair doesn’t work like regular hair?
There’s no general rule. Some do some don’t. In the make-over window you can shake your characters around, that should simulate movement (not a great solution of course).
Hair in GW2 doesn’t use physics. It is most likely scripted or even manually animated to give the illusion of natural hair movement. It’s far cheaper on processing requirements that way. Unfortunately in a game with such a wide variety of body shapes and sizes, some hair styles won’t look 100% perfect.
I suspect this particular hair (judging from the screen shot) has skin weights painted to different bones in the character rig (the skeleton that governs geometry deformation for animation). The hair at the top of the head is weighted to the head bone, while the hair at the bottom is weighted to the torso or hips. If all the hair were weighed to the head, it would be static and only move with the head (it would look like her hair is frozen solid to her scalp instead of bending).
Wait, makeover kit hair doesn’t work like regular hair?
There’s no general rule. Some do some don’t. In the make-over window you can shake your characters around, that should simulate movement (not a great solution of course).
Ah, okay, at least there’s a way to see it, I can live with that.
There is absolutely no evidence to support that it would.” -AnthonyOrdon
Ugh, you’d think a game that puts such emphasis on Cosmetics would apply physics to the hair. I’ve played games for the Super Nintendo with better hair physics.
Anet, why are you making me sad?
Personally, I would be more concerned about why you suddenly go bald when you put a hat or helm on – This is by far the most obvious cosmetic feature that needs fixing.
Wait, makeover kit hair doesn’t work like regular hair?
There’s no general rule. Some do some don’t. In the make-over window you can shake your characters around, that should simulate movement (not a great solution of course).
Ah, okay, at least there’s a way to see it, I can live with that.
Something like this https://youtu.be/zDtScW6J_g0?t=11m42s but throughout the video you can see some hair move as he rotates the characters.
Personally, I would be more concerned about why you suddenly go bald when you put a hat or helm on – This is by far the most obvious cosmetic feature that needs fixing.
LOL I never wear head gear, for that very reason. I feel like GW1 handled that problem by adding a dye channel for hair attached to a headpiece (like that new Dwayna Outfit in GW2). Not sure why they didn’t do that in this game more.
It’s just par for the course of most gem store/kit hairs… Tyria has a distinct lack of showers so of course everyone’s hair is pretty stiff and stuck in a fixed position…
Honestly, lack of physics on the new hairs is sort of depressing, the human ones would look GREAT if they weren’t super glue style… On a side note, why is it the SYLVARI get a hair from kits that actually does work with physics (it’s the twin tails)?
Ugh, you’d think a game that puts such emphasis on Cosmetics would apply physics to the hair. I’ve played games for the Super Nintendo with better hair physics.
Anet, why are you making me sad?
What SNES game had hair physics? Do you know what physics are in 3D animation?
In case you don’t, basically in 3D you can have the computer calculate when and where two polygons are touching, and you can have the computer calculate what happens when those two polygons collide. You can make them bounce off of each other, stick together, slide, etc.
Now consider how many polygons are used on a character in a modern game like GW2. There’s probably between 7,000 and 15,000 per player character. MMO polygon budgets are more restricted than single player AAA games. Now imagine having 500 or so of those polygons bouncing off of each other for hair physics. Now multiply that by 50 or 100 players on screen. Now add in the particle effects and all the other stuff. Do you see where I’m going with this?
Doing raw hair physics, or any raw physics for that matter, is the most expensive way to process it. Sure it looks good… IF it runs at all. However, it’s much better for optimization to design hair, cloth, etc, to approximate real physics. There’s a number of ways to do that.
Wait, makeover kit hair doesn’t work like regular hair?
That really sucks.
You know, natural hair and silicon hair are different.
Honestly, lack of physics on the new hairs is sort of depressing, the human ones would look GREAT if they weren’t super glue style… On a side note, why is it the SYLVARI get a hair from kits that actually does work with physics (it’s the twin tails)?
I just logged in to look at the twin tails you mentioned. That’s not real physics. There are scripts you can apply to a chain of bones that make them behave like a dangling rope. The parent at the top moves, and then the script makes the next bone move a certain way, then the next one, and the next, etkittenil it reaches the end. There is no collision. It looks great on this specific hair because they dangle far away from the head and don’t touch the body.
I suspect the reason they didn’t apply this technique to the human hairs is because the ones you refer to are longer and lay closer to the body. If they were allowed to wobble the same way, they would clip through the torso. The only way to prevent that clipping would be with collision, which as I said doesn’t exist for hairs because it would require too much processing to calculate for so many players on screen.
Ugh, you’d think a game that puts such emphasis on Cosmetics would apply physics to the hair. I’ve played games for the Super Nintendo with better hair physics.
Anet, why are you making me sad?
What SNES game had hair physics? Do you know what physics are in 3D animation?
In case you don’t, basically in 3D you can have the computer calculate when and where two polygons are touching, and you can have the computer calculate what happens when those two polygons collide. You can make them bounce off of each other, stick together, slide, etc.
Now consider how many polygons are used on a character in a modern game like GW2. There’s probably between 7,000 and 15,000 per player character. MMO polygon budgets are more restricted than single player AAA games. Now imagine having 500 or so of those polygons bouncing off of each other for hair physics. Now multiply that by 50 or 100 players on screen. Now add in the particle effects and all the other stuff. Do you see where I’m going with this?
Doing raw hair physics, or any raw physics for that matter, is the most expensive way to process it. Sure it looks good… IF it runs at all. However, it’s much better for optimization to design hair, cloth, etc, to approximate real physics. There’s a number of ways to do that.
Pocahontas and X-Men: Rise of Apocalypse to name two. There are many more. I’m not asking for super life-like hair, just some movement to make it seem more like actual hair and not a hat.
Hair in GW2 doesn’t use physics. It is most likely scripted or even manually animated to give the illusion of natural hair movement. It’s far cheaper on processing requirements that way. Unfortunately in a game with such a wide variety of body shapes and sizes, some hair styles won’t look 100% perfect.
Given how I’ve seen my sylvari’s hair react to movement and direction in almost the exact way my more flowing armour does, I strongly believe you are highly misinformed about this
You need to wash them from time to time
Just saying….
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-
That was the punishment Pocahontas received when she left John Smith and decided go adventuring in Tyria: As a last act of despair and with a broken heart he glued her hair to her back so she will never Forget about him.
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That was the punishment Pocahontas received when she left John Smith and decided go adventuring in Tyria: As a last act of despair and with a broken heart he glued her hair to her back so she will never Forget about him.
LOL I can’t like this enough.
Hair in GW2 doesn’t use physics. It is most likely scripted or even manually animated to give the illusion of natural hair movement. It’s far cheaper on processing requirements that way. Unfortunately in a game with such a wide variety of body shapes and sizes, some hair styles won’t look 100% perfect.
Given how I’ve seen my sylvari’s hair react to movement and direction in almost the exact way my more flowing armour does, I strongly believe you are highly misinformed about this
No, there’s a difference between what you think of colloquially as physics, and what actual physics are. I described in a previous post what your sylvari’s hair is doing. It’s kind of like inverse kinematics. You could call it physics, but usually “physics” refers to objects hitting each other and calculations being made to simulate realistic movement after collisions. Your sylvari’s hair isn’t bouncing off of anything is it? It’s just flowing back and forth when you turn? That’s because there’s an invisible chain of nodes called bones and joints to which the hair geometry is parented. There’s a script telling those bones how to sway back and forth.
Again, if you applied the same script to hair which hangs close to the body, it would make the hair sway the same way, but that would make it clip through the torso. And the only way to prevent that clipping is with actual physics, which they probably can’t afford to squeeze in with all the other things that need to be processed in the game.
(edited by Xenon.4537)
Pocahontas and X-Men: Rise of Apocalypse to name two. There are many more. I’m not asking for super life-like hair, just some movement to make it seem more like actual hair and not a hat.
Is this the pocahontas game you are referring to?
That’s called 2D animation… Which is hand drawn… Absolutely zero physics involved…
I understand what you are asking for. I’m just trying to explain how and why things are the way they are. I get bogged down in minutiae sometimes, so please forgive me. There’s a lot more complexity to animation than most people realize.
And I’m not trying to be mean or shoot you down or anything, please don’t take it that way. I just want to help and maybe shed some light behind the scenes.
(edited by Xenon.4537)
I’d need to look it up, as I think there was a difference between NES and Genesis version. That’s close enough to what I meant though.
I knew I wasn’t using the right term, but I wasn’t sure how else to explain it.
Feel blessed, if that hair moved a lot, it would look a little something like my personal favorite style, in all the glory it should have had, but never was given:
I play Norns, this pic was made to show that it was, in fact, fixed for humans at one point and left broken as all hell for Norn.
She uses a lot of hair spray, a lot of it.
Thank her for global warming.
50/50 GWAMM x3
I quit how I want