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Are there any decent tutorials or does anyone have any good advice on how to get good physics and collision on blocky mesh hair within Maya animations? Every time I look up tutorials for anything hair related it's just for realistic strand generation stuff. I've tried doing it myself in Maya but the hair just deflates like a balloon and clips on stuff. I'm also trying to get it to work for games so I'm being conservative with poly count.

Pic related is a random example of what kind of hair I'm trying to talk about here. I'm sort of amateurish with 3d physics stuff so I don't really know where to start on something like this.
Look up some tutorials for dynamic ik splines. it uses joint chains/, so you can still manually position the hair 'clumps' and control how much motion they inherit and from what source.
if you want hair physics in an engine then as far as i know you leave the mesh static and use the game engine to add physics, and presumably use a mask to define areas to be affected.
Id rather animate the chain myself to practice overlapping.
Then why are you asking for methods of rigging with physics and collision?
manually animating each clump of hair would be idiocy. The point of using dynamic ik splines is so that you get realistic motion that just wouldn't be plausible to animate by hand,but can also control the general flow/direction of each clump, and correct for mistakes or unique cases as needed.
im not op chill, and i was talkiong about rig like mery where you just animated the front of her hair for more control.
My method is basically to make a flat cloth proxy version and then use a wrap deformer (be sure to check exclusive bind) on the full volumetric hair mesh. It also needs transform constraints on vertices bound to the scalp. Since the simulation is on the proxy which is flat, it can't deflate as a cloth, and exclusive bind mostly avoids self-clipping of the visible mesh.

Here's a really sexy example of how I set it up (will leave this up for a few days). https://www.dropbox.com/s/58x5jool3xhvbcf/hairClothExample.ma?dl=1

Obviously you can iterate on the basic process and play with the proxy/ mesh relationship and of course the cloth properties like thickness, self collision, bounciness, etc etc etc to get what you want.

For more basic stuff without collision, I would maybe just use the jiggle deformer. It can give you pretty much no-fuss secondary action. This would really only make sense for shorter hair like in your OPpic and still be very basic

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