I’m not sure what you mean by “gravity on individual hairs”. The per hair dynamic attributes are the follicle dynamics override attributes, otherwise one uses
attributes on the hairsystem or the nucleus node. The gravity should only come from the nucleus solver unless you have an additional gravity field.
If the hairs are too springy you can use stretch damp and a small amount of damp. For heavy cables there should be no drag. Also you may wish to make the bend resistance zero or near zero. The stretch resistance should be relatively high. As well you may need
to increase the substeps on the nucleus node if you have a lot of segments or it will be too stretchy + bouncy. If you are modelling in cm then set the gravity to 9.8 and the spaceScale to 0.01 for a realistic level of gravity.
Duncan
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The gravity variable on the hairSystem is only for the old solver, not nucleus, which uses the gravity from the solver node. It should be hidden in the attribute editor if you are using nucleus.
The only per particle controls on the hair are affected by the stiffness scale and attraction scale ramps, that let you control vary those properties from root to tip.
As well there are the dynamics override attributes on the follicle that let you affect things per hair. One can’t directly set per particle dynamics attributes on hair, however.
It is only indirectly through the controls on the hair system and follicle nodes.
Glad you got your sim working.