


I weighted the first 4 of 25 vertices (on 50cm long hair) of the hairstrands to 1.0.rest of the hair strands gets weight 0.0 It keeps wiggeling around like in strong wind. I also tried forcefields as you suggested. That the hair will ignore the part of the collision mesh that is being "covered" by the emitter(scalp). Then even Steps=1 is enough to get porper collision. You have to scale up the entire model (e.g. The issue is.that the calculations are not precise enough to work in the default scale of scenes in blender (1U=Meter). Raise the number of hair "segments" in the hair emitter settings. If your mesh is to low poly the hair will slip through it) Raise the number of Subdivisions of the collider mesh (As i know, the collision does not get calculated by the faces of the collider but instead by the edges. in the collision settings of the collider, raise the "Outer face thickness" in the "Soft Body and Cloth" Settings.

in the hair dynamics setting, raise the "Quality" Amount (for me normally 5 Steps works just fine). If the hair still bugs into the body, try the following:

Now your hair should collide correctly with the emitter! If it has one, you have to delete it in the particle panel! Step 5: Also make sure the duplicated mesh has no Particle/Hair modifier.Step 4: Make sure everything is set up properly! In the modifier panel, the original emitter mesh should have the Armature at first position, followed by the Particles/Hair and followed by Subsurf.Step 3: Enable collision on the duplicated object.This way your duplicated mesh will only get displayed as a box and will not generate any annoying clipping artifacts. But simply restricting the view port visibility (by clicking the eye in the outliner) is not possible, because this way the collision may not be triggered.Ĭhange the display mode from "textured" to "bounds" in the Object Display Settings. Step 2.5 (Optional): Now we want to eliminate the visibility of the duplication in the viewport.This way the duplication will not get rendered. Step 2: Go to the Object Menu and deselect all Ray Visibilities.Step 1: Duplicate the emitter mesh (select the Mesh and hit shift+ D.So you want to collide the hair with the emitter but there is no self collision? Well but collision with other objects works, right? Right! So you simply have to duplicate the entire emitter mesh and set it to a "fake self collider! Collision with the emitter is not supported yet (2.77).īut there is a workaround for this problem.
