animation with hair (beginner help)

hi i got a simple problem, i rigged my furry animal and when i change its position in pose mode (lets say moved its arm) they hair particle would stay i that same spot…how do i permanently make hair attached to the model? thx :wink:

It should stick to the model…at least in the tests I did it worked. Does it render okay? You could upload the file, maybe something isn’t set up right.

Hi, i am looking for Animated Hair.please suggest who can provide me this sort of hair animation.please suggest me more about it.

yaa it wont let me attach a file cuz its 70 mb and gives me an error :frowning: i hope this helps
http://i483.photobucket.com/albums/rr194/haris9098/blenderpic.png

I just read somewhere that you need to parent the bones to the mesh (first) before applying the hair.

pg

Hey this is true, but it is kinda stupid… Most people prefer to do the hair first, then the rig. Also, that’s not what happens in 2.49. Perhaps it’s a bug? Should i report this?

thanksss i it works now!!

Beg to differ, here. In my experience (2.49b) adding a particle hair system should be done only when the mesh topology is 100% correct, because any editing to the emitter that adds or removes vertices, edges or faces can completely disrupt the particle system beyond any hope of recovery. Since rigging and deformation considerations can require such mesh revisions, it’s much wiser to leave the hair systems until the rigging and mesh weighting are as solid and reliable as possible.

From what I understand (but have yet to test), 2.5 does not suffer this limitation.

I didn’t imply having to change topology, but it is true that setting up the rig first is the better way of doing it. In any case, it should work both ways like in 2.49, because not everybody does it that way. Furthermore, any object with hair done the other way around (hair first, armature second) in 2.49 will fail to work in 2.5! Anyway, this is a non-issue, because to fix it all you have to do it move the particle system modifier under the armature modifier.

Not sure if we’re taking about the same subject, but to illustrate what I mean (for 2.49b), here’s some screenies:


Simple mesh with a hair system added using parent strands and Particle children, then an Armature added and bound to the mesh. No probs, until (which can happen with production-level meshes) you need to edit the mesh topology to deform better under Armature control. Then it can badly discombobulate the existing hair system.


Altering the Stack order for the modifiers does nothing to fix this particular problem, so it seems better to add the hair systems after the emitter mesh geometry has been finalized, which usually means after the Armature is added.

Word is that this has been fixed in 2.5x but as I said I haven’t yet tested it.