Hi
I found softbodies works better than cloth to make dynamic geometry hair. I wish the mesh hair to constrain to a rigged character while allowing vertex maps to be used such as for the mass of the softbodies. The geo hair must collide with other objects and it self, and react the turbulence and wind.
Iv tried what seems everything to no result.
1: psr, and parent constrain, software geometry :dont follow rigged character
2: weighted hair mesh to same bone as head :softbody dont work with mass vertex map
3: giggle deformer :dont self collide, or have collision, and not react like softbodys
4: Softbody/forces Follow position/rotation : dont work moves off position
Any ideas how to do this would be great,
example: https://www.youtube.com/watch?v=D-a3ONpV4xU
example 2 shown done in C4D https://www.youtube.com/watch?v=ICDmUxTiVHY
Thanks, Dan