hello, with ‘hair’ I selected faces of my tube then vertex group, assign, but when rendering the ‘hairs’ overflow on the edges of the cylinders, in the ‘hair’ panel I am in vertice mode, otherwise in face mode it does anything.
Thank’s
I’m not sure if i understand you but it seems you have some vertices at the border selected… Are the caps n-gons ? Maybe this irritates blender?
in ‘faces’ mode I selected them.
I don’t know what that means…
Anyway the particle system is a bit demanding about the faces the vertex group is selecting so you may have to make additional subdivisons on the edges to make the effect you want (i colored the faces to show it in one image). The particles also distribut on the neighbour faces:
that’s exactly what I thought… this time after a ‘loopcut’ the selected segments are in the center of the cylinder, but the hairs overflow over the entire length and in addition the particles stick to the cylinder
Sorry…
- Where did you made the (one? you wrote “a”) loop cut?
- What do you mean by selected segments?
Did you added or deleted faces to the vertex group? So correctly assigned them?
- What means the particles stick to the cylinder ??
Hair particles aren’t meant to fall of this would be emitter particles?
It’s a bit tiresome if this turns into a ridle game…
Sorry;
these are indeed “hairs” I added segments in the center of the cylinder, assigned in vertex, instance=>object, with the result the instances are stuck on the faces, and I did not delete anything.
it is the instance of the object that must be rotated so that it stands up from its support . I was looking to straighten it in the particle properties tab…
Ah yes particle orientation… have to lookup this in the docu once in a while…
I don’t know if I can continue on this post, because my question is related to this one??
I try to make my particles flexible and not like stiff sticks (see image above (the cylinder)). Add “bones” on object instance?
I thought this little boxes are your (final) object which is your hair particle instance… so if you want it more flexible then just supdivde it in length ??
I thought this little boxes are your (final) object which is your hair particle instance… so if you want it more flexible then just supdivde it in length ??
?? Standard hair particles can be altered in multiple ways. You are showing some kind of custom particles (object) or set segments to one?? I suggest reading some docu like https://docs.blender.org/manual/en/latest/physics/particles/index.html becaue i don’t understand you any more.
Hello,
yes my instance is personalized (the object in orange)
It does not seem possible to articulate the instantiated object, the effect of the number can make believe it.
it just rotates the object instance on its pivot. I also tried to put an armature on my instantiated object…
Ohhh so this wasn’t meant that way. So you should ask this in the first place… Maybe have a look in the docu Modifiers Physics Particle Instance ?