You know, physics isn;t something I've ever dove into but I believe you can add physics to curves which means you can add physics to this setup. However, I need to do some more research before I can figure out the best workflow. Stay tuned!
question. if you were to now pose this character, would the generated particle hair move with them? and how would you go about posing the hair so that it remains consistent with the character's position?
I was amazed by your geonode skills, I did not fully understand the issue you mentioned in the following 12:52 , geonode should be able to detect your bevel curve object , or are you stuck in the crease attribute part, if so, you only need to assign the crease attrubute that edge neighbors equal to only one face, a bit of maths and you are done. blender already has some pretty advanced hair tools in goenode, but converting old projects to the new hair curve system is a cool idea, keep up the good work.
You know what, you've made me realise I was thinking about this in the wrong way. I'm going to play around with this as I think this could really simplify the whole thing, thank you! I know blender has very powerful hair tools :) The idea isn't to replace them! But to provide the option of controlling clumps using path/bezier curves :)
Just tried this out now and you're right! Even though I mentioned how Blender is already seeing it as a mesh, for some reason when I got to the geo nodes I thought I had to treat it as a curve first. Real face-palm moment 😅 Thanks a lot for the input!
@@DannyMac3d I'm glad it helped simplify things for you. With big projects, it's easy to overlook the little things - no worries. If I can help in any way, that's great, feel free to ask anytime, and good luck with your work!
Wow, Realy Good addon!😀😀
i kinda forgot how good your models are.....
will definitely check out the addon as soon as possible
This is wonderful! exactly what I've been looking for. I'll have to pick up the addon for my next project.
i gotta give it a try
Thank you
Do the hair notes still work with 3-D printing?
Can physics affect the hair so if you animate the character it'll move?
You know, physics isn;t something I've ever dove into but I believe you can add physics to curves which means you can add physics to this setup. However, I need to do some more research before I can figure out the best workflow. Stay tuned!
question. if you were to now pose this character, would the generated particle hair move with them? and how would you go about posing the hair so that it remains consistent with the character's position?
I was amazed by your geonode skills, I did not fully understand the issue you mentioned in the following 12:52 , geonode should be able to detect your bevel curve object , or are you stuck in the crease attribute part, if so, you only need to assign the crease attrubute that edge neighbors equal to only one face, a bit of maths and you are done. blender already has some pretty advanced hair tools in goenode, but converting old projects to the new hair curve system is a cool idea, keep up the good work.
You know what, you've made me realise I was thinking about this in the wrong way. I'm going to play around with this as I think this could really simplify the whole thing, thank you!
I know blender has very powerful hair tools :) The idea isn't to replace them! But to provide the option of controlling clumps using path/bezier curves :)
Just tried this out now and you're right! Even though I mentioned how Blender is already seeing it as a mesh, for some reason when I got to the geo nodes I thought I had to treat it as a curve first. Real face-palm moment 😅 Thanks a lot for the input!
@@DannyMac3d I'm glad it helped simplify things for you. With big projects, it's easy to overlook the little things - no worries. If I can help in any way, that's great, feel free to ask anytime, and good luck with your work!
Do you have some completed course for this type of characters (like Disney or Pixar).. with retopo and so on please? :)
Early
lol Good one.