I'm getting some odd results whilst simming some tufts of hair.
I'm copying the tufts onto some scattered points and then testing with gravity. Instead of the tufts falling straight down, I get an odd push along the positove Z axis which leads to an un-natural look.
I cannot figure out what is causing this. I've tried the simplest setup I can think of and I still get the odd result. I've attached and example file and any insight would be great.
Strange Vellum Hair behaviour
918 3 0- lloydwood
- Member
- 106 posts
- Joined: 11月 2007
- Offline
- tamte
- Member
- 8831 posts
- Joined: 7月 2007
- Online
- lloydwood
- Member
- 106 posts
- Joined: 11月 2007
- Offline
- tamte
- Member
- 8831 posts
- Joined: 7月 2007
- Online
lloydwoodyou can do it before, the p@orient is by default Quaternion so it would get transformed correctly for each copy
Ah. After the copy. Of course, because the orientation wouldn't be updated. Thanks Tomas!
the problem is your hair curves didn't have correct orient at any point
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
-
- Quick Links