also a magnetic comb!!!!!<br><br><div class="gmail_quote">On Jan 15, 2008 4:43 PM, Matt Ebb <<a href="mailto:matt@mke3.net">matt@mke3.net</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div class="Ih2E3d">On 15/01/2008, at 9:35 PM, Ton Roosendaal wrote:<br><br>> -> once you make hair particles editable, you cannot use forcefields<br>> on<br>> them anymore (or use softbody)<br>><br>> I do understand why (animation vs physics conflict), but simulation
<br>> accuracy is not an issue here. What we need is just artistic control,<br>> as if you have an animatable 'comb' to force hairs in certain<br>> directions.<br><br></div>I'd really like this as well, it's quite a huge limitation - it's
<br>quite rare that you'll have a hair particle system and *not* use the<br>excellent styling tools on it.<br><br>Anyway if this doesn't end up working out, may I offer up another<br>suggestion (or additional request :) ?
<br><br>It would be really useful for me right now to have 'Particle Shapes',<br>similar to mesh shapes, i.e. stored 'snapshots' of the edited particle<br>system - basically just storing the current (or difference in)
<br>position, length, etc of all the particle key points.<br><br>Right now I'm working on a furry character for a series of<br>illustrations. The character's rigged, and posed in different poses<br>for the different illustrations. Inevitably, I have to end up doing
<br>additional brushing on the fur for each pose, to make it look good,<br>and match the reference/sketches from the client. It's sometimes the<br>case that certain poses move the underlying mesh surface in was that<br>
cause fur that was previously smooth, to stick up in strange angles.<br><br>Right now, I've got a base pose, and I'm starting to save the entire<br>character out to separate files in the various poses, and doing the
<br>additional brushing on top of that. This is a nasty situation, and<br>it's going to be very tricky when the client wants the inevitable<br>model changes, the different files will diverge and diverge and make<br>it very difficult to ripple changes through.
<br><br>It would be great if I could just define a number of 'particle shapes'<br>for the various poses that are just stored alongside the main particle<br>system. Then changing pose would just be a matter of loading up the
<br>new action, and switching to the correct particle shape. Such a system<br>could also be conceivably animated too, interpolating between them<br>like mesh shapes. You could then use that to hand-animate at least the<br>
more obvious particle motions, such as the sideburns on the Peach<br>character. Might even be a bit easier to tame than softbody sims! Or<br>at least it would be useful for fixing up weird looking fur at certain<br>frames in animations.
<br><br>Anyway, just an idea, it would be extremely useful to me!<br><br>cheers,<br><font color="#888888"><br>Matt<br></font><div><div></div><div class="Wj3C7c">_______________________________________________<br>Bf-committers mailing list
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<br></div></div></blockquote></div><br><br clear="all"><br>-- <br>Hamed Zaghaghi,<br>MSc. Student of Algorithms and Computation,<br>Engineering Science Department, University of Tehran