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Adding movement to fur
Adding movement to fur
Create a hair system to be used with fur
Add movement to fur
If you are animating your scenes, you
can create more natural looking fur by making it react to movement
and forces. For example, when an animal shakes its fur, the fur
does not typically stay in one place (unless it is very short)—it
reacts to the movement of the body. Similarly, long fur blows around
on a windy day.
To style fur and create realistic dynamic fur
simulations, you use hair curves, which are connected
to the Fur description. These curves can be of any length or shape.
They can be either static (for styling) or dynamic. Use dynamic
hair curves when you want to make fur react to dynamic forces. For example,
you can set up the fur on a dog so that when it shakes itself, the
fur reacts appropriately.
To modify the look of Fur,
use the Fur Description attributes;
to edit the dynamic behavior of the Fur, use the attributes
in the attached hairSystem node.
NoteVersions
of Maya before Version 7.0 used fur attractors to
simulate fur movement (as opposed to fur curve attractors,
which are still provided to set up fur movement). Fur attractors
imported from older versions of Maya will work, and their properties
can be modified in the FurAttractors node. Old-style fur attractors
are also available as MEL commands.
The
basic workflow for adding movement to fur is as follows
- Add
fur to the surface. For details, see
Create fur.
- Create
a hair system to be used with Fur using either static or dynamic curves.
For details, see
Create a hair system to be used with fur.
- Attach
the hair system to the fur description. See
To attach an existing hair system to a Fur description.
A furCurveAttractor set is created.
- Modify
attractor set attributes. For details, see
FurCurveAttractors node.
- Animate
the movement of the fur curve attractors by doing one of the following:
- Manually
keyframe static hair start curves.
- Play
the dynamic hair curve simulation and adjust the dynamic behavior of
the fur by modifying the attributes in the hairSystem node or the
follicleShape node/Channel Box.
- Render
the frames that make up the animation. For details, see
Render an animation with fur.
NoteIf your fur doesn’t move during the simulation,
check to make sure the multiple of the
Global Scale and
Threshold
Length values (FurCurveAttractors node) does not exceed
the
Length value (FurDescription
node). When it does, fur is not influenced by curve attractors.
For example:
Threshold Length (0.33) * Global
Scale (10) = 3.33
Length of the fur description = 1.5 < 3.3
so the fur is not influenced by curve attractors.