Groom turns into stringy mess during animation / sequence

Hi everyone,

I have a problem with Grooms in an animation or sequence.
While the groom looks great in a static pose or during decent head movements, it becomes a problem during root-animation.

This is the groom:

Now, when I put my metahuman with its groom into a sequence and add an animation to it (walking forward, very little head movement) the groom becomes more and more like this:

It is a gradual process, starting with a few strands and ends up like this in the end.

No idea what is causing this.

Ok, this comes down to the same problem that I had with other groom settings.

The pictures above were done with the Binding Type set to Skinning.

Now, when I set the binding type to rigid, the problem disappears, as you can see in this comparison:

Binding Type Skinning:

Binding Type Rigid:

Both pictures were taken at the same frame in the same sequence.

@Charles, as you were interested in this type of bug in another thread of mine, would you be interested in this project to have a look into? I can zip it up for you and upload it somewhere.

r.Hairstrands.SwapType is set to 3.

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The issue comes from you animation being far from the origin I believe. This causes a quantization error. The simplest solution is to make your animation closer to its origin.

/Charles

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Sorry for the late reply, I had already disregarded that project and had to recover it.

You are correct, the issue was how my animation was setup, as it moved the metahuman mesh away from its origin.

I just tried some other animation that does not do that and it worked perfectly.