Use these menu items to add constraints to selected hair curves. Maya Hair constraints are only supported by classic Hair objects. For nHair objects, use nConstraints. See Constraining Nucleus objects.
For information on how to create classic hair constraints, See Set up hair constraints.
Adds a Rubber Band constraint to the selected hair curves. This is like attaching rubber bands from the constraint to the point set. The length of each rubber band is the distance from the constraint to the point at the start frame. If the distance between a point and the constraint becomes greater than the rubber band length a force is applied pulling it toward the constraint. See Set up hair constraints.
Adds a Transform constraint to the selected hair curves. This is like constraining the points to a block of jelly at the start frame. Unlike the Stick constraint, when the constraint node is rotated or scaled it will pull along the constrained points. The transform on the constraint node is effectively the transform for this block of jelly. This is useful when constraining hair to fall along a contact point, like a shoulder. Also this can be used to simulate hair being grabbed and twisted by a hand. If you animate the constraint's scale the hair can be pulled together or pushed apart. See Set up hair constraints.
Adds a Stick constraint to the selected hair curves. This is like attaching sticks from the constraint to the point set, where the sticks may rotate freely about the constraint center. This is similar to the Rubber Band constraint, except that when the distance between the constraint and points is less than the start distance a repulse force is also applied (in addition to the attractive force when the distance is greater). This tends to keep all the constrained points at a fixed distance (the distance at the start frame) from the constraint center. See Set up hair constraints.
Adds a Hair to Hair constraint to the selected hair curves. This allows you to bind hairs together (like with a ribbon) where the hair group is free to move with respect to the constraint position. This is like a Stick constraint where the actual constraint is free to move with the hair. The constraint position is only referenced at the start frame, after which the internally used constraint is dynamically updated. See Set up hair constraints.
Adds a Hair Bunch constraint to the selected hair curves. This can help create body to the hair as it animates in a fashion similar to self collision, but with much less computation. The initial set of points nearest the constraint will repel each other where they overlap (according to the clump widths). There is also a slight static cling where the points stick together slightly when they touch. If the hair clumps overlap at the start frame they may suddenly push apart (unlike the other methods, which have no force at the start of a simulation). You could run the simulation until it stabilizes then set the Start Position to handle this problem. See Set up hair constraints.
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License