Summary

Title:Hair From Mesh Strips
Category:Workflow
Status:Fixed
Posted By:vfxduo ( Jits Digital )
Date Created:2 September 2019

Problem

Description:

If I create HFMS operator it doesn't create on the object selected,-it is offset from it, and it doesn't move with it check the two scenes I uploaded to confirm. Download the plugin it's free.

Steps to Reproduce:
 

Attached Files:

>Ediatble.c4d (147539 bytes), >Reeper.c4d (173258 bytes),

We are looking into this. However, have in mind that HairFromMeshStrips is designed to by used on tubes with no caps/open or poly planes. The tubes on your scene are closed. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Sorry I forgot, You can open them from the options(Caps Tab For editable.c4d) select all the sweep objects and disable caps...you can turn off the caps for the reeper version under strandcaps tab.

Thank you. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

The editable.c4d works by putting the 3 sweeps in the HFMS operator(will be good if only the null works), the plugin version(reeper.c4d) still has issues, Are you guys still looking into this?

Hi,

I will increase the priority of this issue. Thank you for the reminder. 

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

In the most recent build the hair is created in place now, it is not displaced: 

 

You can see some discrepancy between where the mesh is located and the location of the hair, but this will not happen in render. Can you please try to render the animation? I'm having problems with my Redshift license right now. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Is this the Reeper.c4d or Editable.c4d?

I tested Editable.c4d. We haven't get to test the other yet. I will update this once this is fixed. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Oh ok in your'es are the 3 sweeps in the HFMS operator or the null?

Oh sorry for the misunderstanding. The problem will not happen if you add the sweeps directly, it happens when you add the NULL object that contains the sweeps. I will pass this info to Roger. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Oh ok...

I spent a lot of time yesterday trying to understand why this happens, and it is the cause of a similar issue you reported a while ago.

Internally, Reeper uses the Spline Wrap modifier, and this little devil messes up the generated mesh matrix. You can try this: make the Reeper object editable, the resulting hiperarchy will have one sweep per reeper strand. Get inside one of them until you find the Spline Wrap. Set it's Strength to Zero. Force Ornatrix hair to recompute (turn it off and on). Now that single strand we modified is fine, while the others are still on the wrong place.

The only workflow I found to make it work is to keep the reaper transfrom intact (position 0x0x0, Scale 1x1x1, Rotation 0x0x0) and move the n-Side to the desired position.

I found a way to properly cache the object, even with the Spline Wrap. Please try the next build.

Resend the scene file with your settings.

 

Hello?

Hello. Do you still have issues with Reeper?

Nope, I just checked it, there are no issues with the reeper version and the editable version has no problems too if you add the sweeps directly. I will still test them later.