Basic Rigging | Smartskin | Legs | Arms | Fingers | Perfect Ponytails
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Perfect Ponytails


Well, 'perfect' might be a bit too strong a word.. but how's 'really nice'? This is basically an IK-FK slider similar to what we did with the arm, except that instead of an IK-Target we'll use a dynamic constraint.

I added a quick ponytail to the example model. Threw in some bones to control it. Called Tail_A, Tail_B, etc.

It's all the child of a ponytail_control bone in the back which can be used to orient the entire ponytail at once.

btw - this should also work fine for many things besides hair. Tentacles, rope, fabric, whatever.


Create 2 duplicates of the chain, 1 up and 1 down.

Rename one set as FK and the other IK. (I should have named them DC_ .. but force of habit ;) If this goes a little too fast just read the Arm-rigging section for more details.


Create a new percentage slider.


With slider at 100% Orient the Hair bones to the IK bones.

Change the timeline spline to Linear for each constraint.


Drag slider to 0%, Orient bones to the FK bones.


Then bring slider to 100% again, change enforcement values to 0% for the new constraints. Set spline to Linear Interpolation.


Hide the original hair bones. Use the J key to have the FK bones disappear at 50%, and the Ik bones to reappear.


Create a new On/Off pose.


Select the last bone of the IK chain. Right-click, New Constraint > Dynamic Constraint. The Dynamic Constraint is put into a 2nd pose so you can easily turn it on/off. If you have it on all the time it'll really slow down your sytem.

You're done! Now with this setup you can let Dynamic Constraint do its thing! But if it passes through the body or you need the hair to move a certain way you slide it over to FK and handle it that way.

Quick, rough Example. The hair is setup in FK, laying on the shoulder. But when I turn the head I slide it over to IK and let the Dynamic Constraint do its job.