Hi there,
Some of you may remember that I've been more or less vocal about the lack of embedded physics in Spine, but this is not a "give this to me!" thread. 😉
It's about that, now that I'm trying to replicate what I did with the use of physics in other software, I'm not sure about the best way to 'manually' implement hair bouncing and waving animations in Spine.
I have three separate layers for my character's hair:
- Main hair
- Ponytail
- Long side bang
I already did the side bang with a simple chain of bones. They rotate a little with each stride of my walking cycle to give a spring effect. I suppose I can do the same for the ponytail, adding some lateral swinging as well.
The main hair is supposed to be static, except for some 'spikes' that I want to add a little bouncing. I also made some small bones and adjusted the weights so only the 'spikes' are affected by those bones.
That along with some transform and mesh stretching could do the job of replicating the Creature bend physics motor I've been using.
But...! Is there a way to achieve similar results without the need of manually tinker with so many variables at the same time?
Could IK, path and transform constraints, or whatever other feature of Spine, help in the process of 'automatically' animate long hair strands?
Thank you.