I have a client requesting the hair be added to an already rigged and referenced mesh. This is not my preferred method and I am (as expected) experiencing major slow downs - particularly when electing the 'guides from mesh' node in the stack. I have reproduced the setup on a non-rigged mesh without any issue, so is there a way that I could continue to work on the non-rigged mesh then transfer the whole thing over to the rigged mesh? |
| Have you tried an approach of grabbing the "scalp" (distribution surface) of your already styled hair and skin-wrapping it onto the animated model? This would likely be the most straight-forward solution. Alternatively you can bake the guides which you have and then ground them onto the existing/animated mesh. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| A blendshape woud do it too but I don't think the client will go for that. So I could use (or bake to) curves and choose a different grounding mesh, then copy/paste the nodes onto the new stack. Cool, thank you |
| The blendshape is working fine but I have another problem with copy/paste. If the operator that is being copied and pasted has a texture connected then it errors, quite a bit. It seems to be OK but the connection (and it is still connected) goes nowhere, break and relink seems to sort it out. |
| Hair from Guides errored but the length operator copied fine, texture link broken but no error. Cluster op also errored. |
| I can reproduce the copy/paste error, we will investigate. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Hi Magilla, I was able to reproduce the error you mentioned. I reported the issue to the develoment team and they will take care of it as soon as possible. Best Regards, Jeordanis F. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Magilla, Thank you for your report. This error is solved for the next build planned for monday. Please take a look when available. Best Regards, Jeordanis F. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |