I’ve created a gorilla with hair/fur (via particles) and applied “hair dynamics”, then animated it.
The first time I bake the “hair dynamics”, it works great.
However, as I adjust the animation and “free bake” and then “bake” again so that the dynamics can recalibrate to adjustments in the animation, it appears the “hair dynamics” start degrading – i.e., the hair/fur starts to die into the mesh (emitter) and bald spots begin to appear where there was once hair/fur.
To be more specific, it’s not like when the fur goes completely all over the place like the effect one gets when the “bake end frame” count is less than the “animation end frame” count.
It’s much more subtle and looks like the emitter mesh is just out of sync with the “hair dynamics”.
I’m looking for a way to “cleanly” eliminate the old bake so that I can “re-bake” it clean or a way to resolve the “hair dynamics” degradation issue as one makes adjustments to the animation.
Any help would be great. Thanks in advance.