In these steps you model a 2D curtain rod from a plane and attach hair to it. Then you add and keyframe a sphere in the scene
to later be used as a collision object.
To create the curtain using Hair
- To create a NURBS plane, select , then click-drag in the scene to create a plane.
(If you have previously shut off the interactive primitive creation option, simply click once in the scene to create the primitive
at the origin.)
- Using the , resize the plane in the X direction as shown in the image below.
- With the plane selected, select > , set the following options and then click :
- to
- to 20, to 1
- to 0
- to 0
- to 12
- to 10
- Turn off the options , and
Hair is created and attached to the plane.
- Select the plane and, using the , rotate the plane so the hair appears to be on the underside of the plane. Then, using the , move the plane up the Y axis so the bottom of the hair just touches the ground plane, as shown in the following image. (Ensure
you do not select the hair when selecting the plane.)
- Create a directional light () and do the following:
- Move the light above and to the left of the curtain.
- Rotate the light so it aims at the curtain.
- In the light’s Attribute Editor ( + a) go to the section and change the value to 1.5.
- Create a NURBS sphere () and move it along the Z-axis so it’s in front of the curtain.
- To set the start keyframe for the sphere, do the following:
- Go to frame 1 on the .
- In the , drag to select the , , and channels.
- Right-click the channels and select .
- To set the keyframe for the sphere and move it through the curtain, as in the image below, do the following:
- Go to frame 100 in the .
- Move the sphere in the Z direction as shown in the image below.
- In the , select the channel.
- Right-click the channel and select .
- Rewind the Time Slider to 0 and play the animation.
The sphere passes through the curtain as though the curtain weren’t there. In the next steps you set the sphere as a collision
object with the hair.