Summary

Title:adding hair to a mesh from strands gets wonky
Category:Workflow
Status:Open
Posted By:daveenedy ( David Enedy )
Date Created:6 April 2016

Problem

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)

 

 

 

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

Just tried it here and it seems to work as intended. The positions of the hair strands will change if you change the distribution type. The UV distribution does generate the hairs on the original mesh, looks to be working properly.

Perhaps I did not understand it correctly?

Marsel Khadiyev (Software Developer, EPHERE Inc.)

No it's me.  I must have done something weird.  I'll try to recreate it.  Sorry!

Ok.  This is not Exactly what I was talking about but its similar.

Take a look at the uploaded file.

Click MeshFromStrandsNode2 and change the mesh type to cylindrical.

It is actually changing the other mesh strand to cylindrical. 


Attached Files:

>strand_weirdness.ma (96939 bytes),

Seems to work OK here David, see the screenshot.


Attached Files:
Image 1

Marsel Khadiyev (Software Developer, EPHERE Inc.)