| Title: | adding hair to a mesh from strands gets wonky |
| Category: | Workflow |
| Status: | Open |
| Posted By: | daveenedy ( David Enedy ) |
| Date Created: | 6 April 2016 |
| Title: | adding hair to a mesh from strands gets wonky |
| Category: | Workflow |
| Status: | Open |
| Posted By: | daveenedy ( David Enedy ) |
| Date Created: | 6 April 2016 |
| Description: | I'm not 100% sure I'm using this correctly. When I add a new hair to a mesh from strands node it creates the hair stack and does what I would expect. BUT I tried to have the hair generated from the Mesh UV and it changed the base hair (mesh) location (where it is generated from)
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| Steps to Reproduce: | Create Furball Create Mesh from Hair Add a New Furball to that mesh Change the distribution type to UV (or anything other than default) It moves original position of hair |
| 6 April 2016
#8098 | ||
Marsel Khadiyev (Software Developer, EPHERE Inc.) | ||
| 7 April 2016
#8124 | ||
| 7 April 2016
#8137 | ||
| 14 April 2016
#8192 | ||