Dynamic Hair Physics! | Roblox SmartBone 2 — Transcript
Full transcript
- 0:00so I've made few smart bone tutorials
- 0:01already and you guys have been
- 0:02requesting that I make hair so I'm going
- 0:04to show you how to make Dynamic Hair
- 0:06physics simulation on Roblox and I
- 0:08already have a hair model I've made but
- 0:10whenever I try to add hair physics to
- 0:12this I'm just going to show what happens
- 0:15well as you can see that so I kind of
- 0:18thought that hey I need to use a
- 0:19different hair model and because of that
- 0:21I'm going to export this hair into
- 0:22blender because this one is kind of
- 0:24universal and this is a good example of
- 0:26how to rig the hair for smart bone and
- 0:29if you want to export this yourself you
- 0:31can right click on the model and press
- 0:32on export selection this will export it
- 0:35as an obj file but anyways let's get to
- 0:38blender now and to import it you just do
- 0:41file import and then select the obj
- 0:46Legacy and then it's going to appear
- 0:48right here after you import it and then
- 0:50you want to position it in the center so
- 0:53I'm just going to enable the screencast
- 0:55Keys really quickly so you can see what
- 0:56I'm pressing but you want to go into the
- 0:58edit mode select
- 1:00everything and then search for the carer
- 1:03to selected option now go back to the
- 1:05object mode and then search for origin
- 1:09to 3D cursor this will make it so the
- 1:11origin point is going to be in the
- 1:13center and then from there you can just
- 1:15reset the location in the transfer menu
- 1:17on the right like this and now since we
- 1:21exported this hair from Roblox there is
- 1:22some fixing that we need to do and that
- 1:24is because if I let's say press L on
- 1:26this part you can see how it's not
- 1:29connected to the ENT entire mesh and
- 1:31that's because of how Roblox basically
- 1:32just cuts every mesh into like these
- 1:34different sections but right now in the
- 1:37edit mode you want to select everything
- 1:39going to the vertex selection and then
- 1:42you want to basically just right click
- 1:44and select the mge
- 1:46vertices and choose the by distance
- 1:49option here you can see that it removed
- 1:51over 1,000 vertices so now if I press L
- 1:54on this part you can see that it
- 1:56selected the whole here instead and this
- 1:59is a separate part of the hair okay and
- 2:02now this is going to be the rigging part
- 2:04and I've said that this hair is
- 2:06universal and that's because of its
- 2:09volumes of hair you have a bit of the
- 2:12strings right here that go from the
- 2:14sides as well as this whole main section
- 2:16in the back and these parts are what you
- 2:19want to apply the physics simulation to
- 2:21you can apply them to all of these hair
- 2:23on the front but there isn't really a
- 2:25need for that it would just be an
- 2:27Overkill and also very performance heavy
- 2:30but anyways let's just add the Armature
- 2:33by pressing shift a and then selecting
- 2:35the Armature and you have to do it from
- 2:37the object mode and then I forgot to
- 2:39move the cursor to the word origin okay
- 2:43but the Armature should have applied
- 2:44right
- 2:46there so you just have this bone right
- 2:48here in the
- 2:51center and this is going to be the root
- 2:53bone that we want to position roughly
- 2:55around where the neck is going to be and
- 2:57how I like to structure the hair is that
- 2:59there is going to be the root bone and
- 3:02individual bones going out from it these
- 3:04other bones aren't going to affect
- 3:05anything except the bones are going to
- 3:07let say go down with the strengths of
- 3:10the
- 3:11hair but while being in the edit mode of
- 3:13the Armature that is after you're going
- 3:15to the Armature just press on Tab you
- 3:17want to select this point right here on
- 3:19the top and just extrude it with E and
- 3:23you want to hold down the scroll wheel
- 3:25to extrude it on the
- 3:28axis and us want to move it to the back
- 3:31right here and another thing that you
- 3:33can do is to view the Armature better
- 3:36you go to the object data properties
- 3:38right here and under the viewport
- 3:39display you select in front so now it's
- 3:42going to be a bit easier and where we
- 3:44want to position this point depends on
- 3:46the hair for example you can see that
- 3:48most of the hair is going out from this
- 3:51section right here so that's where the
- 3:53physic simulation is going to happen we
- 3:56don't want this top part to be moving
- 3:57really so I'm going to position it
- 3:59around this area where all of the other
- 4:01bones are going to go out from two
- 4:04that's going to be around
- 4:06from right here and now we add bones
- 4:10that are going to have the physics
- 4:12attached to them and we need to go down
- 4:14with the flow of the
- 4:22hair and you can see that there are
- 4:24these two sections one is at the back
- 4:26right here and the other is at the front
- 4:28we want to position these bones between
- 4:31them so they automatically adjust the
- 4:33proper
- 4:55weight and I'm going to deselect the in
- 4:57front for now
- 5:05okay and this part this karchy of bones
- 5:08that goes down this is basically going
- 5:10to handle this whole volume of hair and
- 5:13now we want to add two separate trees
- 5:15one going on the left that's going to
- 5:18handle this
- 5:19volume and one on the right that's going
- 5:21to handle this right volume and I also
- 5:24feel like these two parts right here
- 5:25don't really need to move but you could
- 5:27add more bones if you wanted to so again
- 5:29I'm going to just extrude
- 5:32it move it
- 5:35up and then move it to the
- 5:43left and I'm going to position it
- 5:46between these two right
- 5:50here and let's just go down with the
- 5:52flow of the her again
- 6:21and how many bones you add is also
- 6:23entirely up to you the more bones the
- 6:25more performance heavy is going to be
- 6:27but you're also going to have more
- 6:28detail and now we do the same for the
- 6:31other part and this doesn't really have
- 6:33to be too symmetrical
- 7:12so we have the back section basically
- 7:14just done I just need to adjust this one
- 7:17right there and now let's move to the
- 7:19front
- 7:27one and for this one I just want to
- 7:29position these bones around these stains
- 7:31like
- 7:43this then to select these
- 7:47both and move them upwards to where the
- 7:50strength is basically just
- 7:57starting and just keep exing them
- 8:18downwards so that's it for basically
- 8:21creating the Armature you don't need to
- 8:23cover the whole here or make the
- 8:25structure so you have these chains of
- 8:26Bones going to every basically strain so
- 8:29like this will give a good effect
- 8:31anyways so now we want to apply the hair
- 8:33to the Armature and we do so by
- 8:36selecting the hair then the Armature and
- 8:38pressing on contrl and P if you don't
- 8:41have these options with the Armature
- 8:42deform that means you selected them
- 8:44incorrectly if I for example select the
- 8:46Armature then the hair I'm not going to
- 8:48have these options right there so again
- 8:50select the hair then the Armature and
- 8:53press on contrl and P then you just want
- 8:55to select with automatic weights and now
- 8:58we need to do some weight adjustments so
- 9:01while having the object selected you can
- 9:03see that you have a lot of these vertex
- 9:05groups whenever you press on one and go
- 9:08to the weight pain mode this will make
- 9:10it so it's going to show you the weight
- 9:12of each bone and this means how much
- 9:14influence the bone has over that area
- 9:17the first thing we need to do is remove
- 9:19the weight from these bones right here
- 9:21because they aren't going to be moving
- 9:22anyway and we do so by going to the
- 9:25objects edit mode selecting everything
- 9:28and pressing all
- 9:30remove so we removed everything from the
- 9:32root bone right here and we also want to
- 9:34do the same for this
- 9:36bone so select everything and then
- 9:41remove and now this bone right here is a
- 9:43bit more tricky because we just need to
- 9:45remove the weight from this top part so
- 9:48you can go somewhere to like the back
- 9:51view and then in the edit
- 9:54mode go to the wireframe view and want
- 9:58to just select the this stop
- 10:02part and I didn't select everything
- 10:05properly and then just press on remove
- 10:09you can see how these strains of hair
- 10:10are basically being separated from right
- 10:12here so you want to simulate the physics
- 10:15from this point so that's basically
- 10:17going to be everything for these four
- 10:19bones in the
- 10:23middle except just few adjustments that
- 10:25I'm going to show later now if I go to
- 10:27the next bone
- 10:29which you can see that it basically
- 10:31jumps from the bottom right here to the
- 10:34top that means it switched from the last
- 10:36bone in the karchy here to the next one
- 10:38that we made and from this one I just
- 10:41want to select everything again and
- 10:42press on
- 10:44remove then on the lower one again just
- 10:47go to the front view first here just
- 10:50select this whole
- 10:52thing because like I said I don't really
- 10:54want this to move so I just press on
- 10:56remove and I just select everything from
- 10:58this point
- 11:01onwards and again press on
- 11:04remove and then you can see how it has a
- 11:06little bit of weight right here and
- 11:08don't worry about that we'll fix that
- 11:12later then I need to remove this
- 11:15weight so again just select this and
- 11:18press on
- 11:24remove then same with this one because
- 11:26apparently it has a little bit of weight
- 11:28on this corner
- 11:30there so just have it selected and
- 11:33remove and then same with the next one
- 11:36so select everything
- 11:40remove and then just go down the karchy
- 12:11and now moving to the front right
- 12:16here again this one we just want to
- 12:19remove and go to the next
- 12:21bone and again this one is a bit more
- 12:24tricky and that is because we want to
- 12:27remove this top section but once we
- 12:29remove it it's going to immediately
- 12:32transition to Red weight so this bone
- 12:34whenever it's going to be physics
- 12:35simulated is going to go from zero
- 12:38influence to 100 and this is going to
- 12:41cause weird deformations so the first
- 12:44thing you want to do is select around5
- 12:47on the
- 12:48weight and just weight painted like so
- 13:01and this bone I need to go to the solid
- 13:04view starts from right here and if it
- 13:06starts from right here we just want to
- 13:08select everything above it or an easier
- 13:11way would be to select
- 13:13everything go to the wire frame View and
- 13:17then deselect the part that you want to
- 13:19be moving
- 13:42try to select
- 13:45this and while having everything
- 13:47selected except this part we just want
- 13:50to press on the remove button so now if
- 13:52I go to the weight paint it's going to
- 13:55be adjusted
- 13:56properly and then it's kind of the same
- 13:58with these two bones you can see how
- 14:00they are basically going to the red part
- 14:03immediately and we kind of just want to
- 14:05keep it at
- 14:13Green and same with the Deep right
- 14:20here and now we just do the same for the
- 14:22other Str right here
- 14:50this one is a bit awkward but they
- 14:51should be fine
- 15:16okay and now for the last thing with
- 15:18weight painting because something like
- 15:19this just happened to me a lot of times
- 15:22and is because of the automatic WS so
- 15:25like I said previously for example these
- 15:27bones right here we don't want them to
- 15:29have influence over this area and
- 15:32sometimes even if you can't see any
- 15:33weight if I put it on like a really low
- 15:36number and paint it is still going to be
- 15:39there and yeah we don't really want that
- 15:41to happen so what I need to do right now
- 15:44is for all of these BS in the middle I
- 15:47want to select these part that aren't
- 15:48supposed to have any weight and just
- 15:50remove them and sometimes not even have
- 15:53to do this process but I would rather be
- 15:55safe
- 16:16so I just need to remove this for the
- 16:18groups from 02 to
- 16:2305 then the same goes for these sides
- 16:25right here you can see that they have
- 16:27weight on this area
- 16:29and this one is from 07 to
- 16:37010 and same for the other
- 16:45side so 12 to
- 16:4915 and the rest had everything removed
- 16:52so this should be everything for the
- 16:54weight paint and now let's get to
- 16:56actually exporting the model so need to
- 16:58select them go to file export and then
- 17:01fbx I'm going to name this one smart Bon
- 17:04ha and in the export settings you want
- 17:06to select selected objects change this
- 17:08SK to like
- 17:090.05 then Z2 forward and want to apply
- 17:13transforms in the geometry if you had
- 17:16any other hair you want to apply the
- 17:18modifiers on this one you don't really
- 17:20have anything and then in the Armature
- 17:22you want to select only de bones and
- 17:24don't add leavea bones and we don't have
- 17:26any animation so I can deselect this
- 17:27option then we can just press on export
- 17:31fbx and now we need to import the hair
- 17:34into Roblox studio so you select import
- 17:363D and then this is going to pop up
- 17:38after selecting the fight you need to
- 17:40make sure you have the hair and the
- 17:43Armature because if you don't have the
- 17:45Armature that means you either didn't
- 17:46apply it correctly or mess something up
- 17:48while exporting but then I don't need to
- 17:50upload this to Roblox so I can just
- 17:52press on import and I'm going to have
- 17:55the hair right here so let me just
- 17:57duplicate this dummy and let's give this
- 18:00guy a
- 18:03wig so it's going to have the hair like
- 18:05this now I'm going to put the hair model
- 18:07into the starter character then remove
- 18:09the initial poses and the animation
- 18:12controller and really quickly I'm going
- 18:14to weld the hair to the Head the part
- 18:16zero is going to be the hair and part
- 18:18one is going to be the head and you will
- 18:21see this connection appear then just
- 18:22disable the Collision on the hair and
- 18:25I'm fly going to show you how to set up
- 18:27the smart bone module so I'm going to
- 18:29leave links to everything in the
- 18:30description but once you are on the
- 18:32smart bone to death Forum post you want
- 18:35to press on the
- 18:37releases this will take you to the
- 18:39GitHub page when you will have these
- 18:41assets from the assets you can either
- 18:43download the demo play which is this
- 18:45place right here but I'm using an older
- 18:47version or you can download the smart
- 18:49bone 2 model and after you download it
- 18:52you want to right click on the
- 18:54replicated storage and press on insert
- 18:57from file then I'm going to select the
- 18:59Roblox model file and I'm going to have
- 19:02the smart bone module right here and
- 19:04then there is the script in the starter
- 19:05player this is the initialized script
- 19:08for the smart bone to run so you require
- 19:11the smart bone module and use the start
- 19:13method and that's it for the module
- 19:16itself but right now we need to apply
- 19:18the smart bone to this hair and the
- 19:20first thing we need to do is go to the
- 19:22tags in the properties you can also go
- 19:25to view and then tag editor and then
- 19:27from the tag editor you want to select
- 19:29the smart bone tag while having the mesh
- 19:31part selected like this you can see that
- 19:34it popped up right here in the
- 19:35properties but you can also just press
- 19:37on the plus icon and then just select
- 19:38smart bone and then down in the
- 19:41attributes we need to add an attribute
- 19:43called
- 19:45roots and it needs to be a string
- 19:48attribute and then after that we want to
- 19:51put in the name of every root bone we
- 19:53have in our case it chose this one which
- 19:56is going to be bone
- 19:59and that should be all for the smart
- 20:00bone to run so I'm going to put this
- 20:02starter character in the starter player
- 20:04and press on play and we have her
- 20:08physics but there is also a few
- 20:10different things that we need to do
- 20:11because you can see that it's kind of
- 20:12jiggly and this isn't properly behaving
- 20:14like
- 20:15ha and that's because we need to adjust
- 20:18settings and you have the documentation
- 20:20on the de Forum post right here too that
- 20:23after you open you need to go to the
- 20:24smart bone and scroll down to the
- 20:27attributes you have all of these
- 20:29different settings that you need to put
- 20:31in as attributes and you also need to
- 20:33make sure that they are the proper type
- 20:35for for example The Dumping if you
- 20:37wanted to change the dumping setting you
- 20:39would press on the Plus on the
- 20:41attributes and type in
- 20:45dumping and then just select a
- 20:47number and press on Save but a really
- 20:50neat thing that I have is the smart bone
- 20:53editor plugin that's going to adjust
- 20:56these settings manually you already put
- 20:58every single setting from the default
- 21:01preset but what I want to apply is this
- 21:04preset that I've made I just save this
- 21:06from this hair right here and I want to
- 21:08press on apply it's going to change all
- 21:11of these different settings and now a
- 21:13really important setting is the uncore
- 21:15dep the uncore depth determines how far
- 21:18down the karchy from the root bone the
- 21:20bones aren going to be physics simulated
- 21:23here in blender it was one because we
- 21:25don't want these bones to move but if
- 21:27for example it was two
- 21:29this one wouldn't move as well as this
- 21:31one wouldn't move also so we want to
- 21:33leave it at one then I can close the
- 21:36smart bone editor and just present how
- 21:39this hair is going to look with these
- 21:41curent
- 21:44settings it's going to behave more like
- 21:46an actual hair right
- 21:48now and this cylinder right here is a
- 21:50smart bone collider that if I jump on
- 21:53the hair is going to collide
- 21:57on there is also some different stuff
- 21:59going on with this Str of ha right here
- 22:01and that's because our head is set as a
- 22:03collider and it's kind of just getting
- 22:06stuck but at least it's not as broken as
- 22:08this one what I could for example also
- 22:12do is select all of these
- 22:15bones except these ones because these
- 22:17ones aren't going to be moving so I move
- 22:20the root bone and with the smartone edor
- 22:23plugin I could change their radius to be
- 22:26maybe on like 05 okay and this one
- 22:28doesn't want to change so I'm going to
- 22:30change it manually from the attributes
- 22:33and I'm going to just do a presentation
- 22:36also so yeah now it's a bit different
- 22:39but you can see that it's kind of still
- 22:41Cluny but overall the hair is working
- 22:43properly except just these side strains
- 22:45of hair and I also wanted to show
- 22:48because in my opinion you shouldn't be
- 22:50using smart bone 2 yet that's because
- 22:52this version is still kind of not ready
- 22:54for release it's in version 0.3 and
- 22:57there might be different bugs as well
- 22:58the skull module being kind of unstable
- 23:00at times for example with this hair you
- 23:02can see that it has basically the same
- 23:04attributes nothing really changed the
- 23:06karchy is also similar but yeah in my
- 23:09opinion you should be using smart bone
- 23:11one until the smart bone 2 version is
- 23:13ready and now I've put smart bone one
- 23:15into the replicated storage but you can
- 23:17see how it's going to be backwards
- 23:18compatible with the
- 23:20hair except a bad thing is that it's not
- 23:22going to really have any
- 23:26collisions but you can see how the hair
- 23:28is basically rigged and it's behaving
- 23:30like
- 23:34hair so yeah I made videos on both smart
- 23:37bone one and smart bone 2 so you can go
- 23:39and watch those but that's going to be
- 23:42basically everything for today so if you
- 23:43found this informative them pleas if a
- 23:45like it would really support my channel
- 23:47and if you want you can also become a
- 23:48channel member but yeah I hope you guys
- 23:50had a nice day and yeah
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