Hello !
I’m trying to create a bird-like creature that will be animated, and I’m currently playing around with different ways to create his feather coat.
Once that seems cool is the particle instance modifier, because I can place the feathers quickly and could then use the hair dynamics on the longer feathers. But I have a problem with the feather’s rotation. I don’t have a deep knowledge of Blender and how it works “behind the scene”, but some feathers are rotated 90° on the y axis (of the feathers) and I don’t get why
The original feather card has its rotation / scale / location applied, and so does the creature. The rotation option of the modifier rotates all the feathers, so it doesn’t solve the problem. Local / world coordinates don’t change anything. Other axis don’t work well.
What could I do to solve this ? Is there a way to manually rotate either the instances or the hair particles ? And if nothing is possible (at least at my level), is there any other option to scatter the feathers you could suggest ?
Placing them by hand isn’t off the table, I’m planning to do that for the smaller ones, but I’d love a solution that could allow an easy simulation for the long ones (I guess there is cloth sim but my previous attempts didn’t end well)
Another question about the modifier, what’s the best way to hide the original hair particles that guide the feathers ? I placed a transparent material for now, because the option “render as none” in the render and viewport panels of the particle system would also hide the child particles, but I’m worried it will hurt performance when rendering animations
I’ve never used this modifier before so I might be mistaken about the way it works
Hope I made sense !
