This only happens on some machines. My machine at work was HP Z820, now it's Z840. They may have threading issues(?) Maya crashes when Qualoth is running simulation.
First:
DG MODE IS A MUST!! Not Parallel!!
Second:
Do all qualoth simulation work in Legacy Default Viewport. Do not use Viewport 2.0
困扰: Want to create nHair with selected curves on a skinned scalp, the follicles may be connected to scalp's "ShapeOrig" node instead of "Shape" node. This happens randomly. Because ShapeOrig node doesn't move, so the follicles won't follow scalp's movement. To fix that, just need to reconnect them to scalpShape node, as pic1.
上图是follicleShape应该连在“头皮“上面的样子,现在发根可跟随“头皮”挪动了。但之前在创建时,它们的input Mesh和input World Matrix被连在了braidEnd_geoShapeOrig的out Mesh和World Matrix上面。
When you delete a blend shape deformer (blendShape node),
it and all its target shapes are removed from the base object. However,
the base object retains the Tweak node as an Input node, so any tweaks
you might have made on the base object are preserved.
Note:
The base shape's ShapeOrig node is not deleted when you delete a
blendShape node, but you can delete it manually or delete the object's
history (choose
Edit > Delete by Type > History or press Alt + Shift + D) if you don't want it in the scene.