[Bf-committers] (Peach) Softbody for particles needed...

Hamed Zaghaghi hamed.zaghaghi at gmail.com
Tue Jan 15 15:22:41 CET 2008


also a magnetic comb!!!!!

On Jan 15, 2008 4:43 PM, Matt Ebb <matt at mke3.net> wrote:

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