woodenduck Posted July 15, 2013 Share Posted July 15, 2013 Hi, I want to place guide hairs on my character's head but I don't want to use the "Scatter Guides" option as this does not give enough control. If I uncheck this option, I end up with a guide hair per-point. This results in too many guides. If I reduce the polys on my source geo then I end up with a squared-off scalp which has a noticeable effect on the final hair style. Put simply, I want to retain the original head geometry and place guide hairs at evenly spaced point positions, but not on every point (every 5th point for example). If I do this either by actually deleting geo or just by grouping I still end up with an "unmatched geometry" error on the fur sop. Does anyone know how I can work around this? Many thanks, WD Quote Link to comment Share on other sites More sharing options...
mawi Posted July 15, 2013 Share Posted July 15, 2013 Custom guides need a vector attribute called guideorigin. Look in the helpcard for the fur sop there should be info about the guide and clumping attributes. Quote Link to comment Share on other sites More sharing options...
anim Posted July 15, 2013 Share Posted July 15, 2013 I would point you to this thread http://forums.odforce.net/index.php?/topic/17780-fur-and-clumping/#entry107843 but funny thing is that you have started that one as well, are you asking something different? since it looks quite the same Quote Link to comment Share on other sites More sharing options...
woodenduck Posted July 15, 2013 Author Share Posted July 15, 2013 Yeah, if I build it from scratch it works, but then I have to re-build all the nice controls you get with the shelf tool. For some reason if I use the shelf tool to create the hair set-up and then try to substitute my own guides, it returns an unmatched geometry error, even when I have manually added the guideorigin attr. I guess I 'm missing something going on in the guides node??? Quote Link to comment Share on other sites More sharing options...
woodenduck Posted July 15, 2013 Author Share Posted July 15, 2013 Ok, it seems to be working now. Not sure what I was doing wrong. Quote Link to comment Share on other sites More sharing options...
anim Posted July 15, 2013 Share Posted July 15, 2013 it doesn't seem to require anything special, just make sure your guide and clump curves have the same amount of segments so you can resample your guide curves to match fur segment setting and everything should be fine fur_tool_custom_guides.hip Quote Link to comment Share on other sites More sharing options...
abvfx Posted July 15, 2013 Share Posted July 15, 2013 Yeah Tomas's method is definitely a step in the right direction but i have a lot of strands that go through my models unfortunately , and changing in directions can be problematic (parting in hair) Quote Link to comment Share on other sites More sharing options...
woodenduck Posted July 18, 2013 Author Share Posted July 18, 2013 Morning all, Has anyone any idea how to attach custom guides to animated geo? I have sculpted my guide curves and got a nice looking style. I have since had to change the original skin geo but saved out the guides and clumps. The new geo has the same shape but a different point count, so I'm adding the cached out guides from disk. This bypasses the part where the guides are generated from the animated skin geo. So I have static, sculpted guides and animated skin. Can I somehow transfer the animation from the skin to the guides? Thanks, WD Quote Link to comment Share on other sites More sharing options...
Green-Man Posted July 21, 2013 Share Posted July 21, 2013 Hi! Check the attached scene. There are some issues with this approach but seems like it works with basic deformations. hair_stick.hip Quote Link to comment Share on other sites More sharing options...
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