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Question by Sylux102 · Mar 17, 2013 at 02:39 PM ·

Physics based "ponytail" of sorts... How?

Hello all. I am currently in the process of remaking the legend of Zelda a link to the past in 3d. It has come to the point of adding physics to links clothing. I used a skinned cloth for the hair but it gets really glitchy ( starts tearing from model) if he moves too fast (I think over 4 game units) and I tried the same on his hat. The problem is that unity creates black points on uv seams, which happens to be right down the top middle of the hat. I do not want to edit uv maps. I would assume the process is the same for ponytails.

1 is there any way to change the black points to blue ones or swap them with other points?

2 I have bone rigged the hat, but I tried using joints an the hat doest fall "down", it just goes through links face. How would I go about setting these correctly?

3 I want the above to be affected by wind. How do I do that (currently only plants are affected)?

Thanks

Sylux102

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avatar image Sylux102 · Mar 18, 2013 at 01:43 AM 0
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Yeah, i have it set as boned object right now.i cant get a screenie... it wont upload. :( but it wont lock the hinge joints to a single axis.

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