Hair particles converted problem with animation

Issue #1878 invalid
Alex created an issue

Hi, once I converted the hairs cards into particles, when I run the animation the hair is deformed, even though there is no dynamics activated.

Comments (8)

  1. Thomas Larsson repo owner

    Are you using Blender 3.6 or 4.0? If 4.0, did you convert the hair to hair curves or particles?

    I converted Toulouse hair to both hair curves and particles in Blender 4.0, and don’t see anything like this.

  2. Alex reporter

    I'm using blender 3.6.5 and I converted hair to particles.
    It only does this when I start the animation or move the mesh with the mouse by pressing G without confirming the movement.

  3. Maneki

    You could try transfering the hair particles to the main character mesh or put the hair modifier before the armature modifier, you don’t really need armature deformation for the head cap.

  4. Alex reporter

    You could try transfering the hair particles to the main character mesh

    How to do this without destroying the hairstyle? If I do that, it will just transfer the settings but it will not keep the hairstyle.

    I also tried changing the order of the modifiers, it doesn't work.

    In fact it really looks like there was a wind effect on it, but even then I deactivated everything.

  5. Alex reporter

    Ok I found!!! It was linked to several vertex groups. The one that was problematic was the neck group. I had to remove almost all of them except one (the head).

  6. Maneki

    You need the character to be in rest position and then disconnect the hair from the headcap. Then you select the character mesh, then the head cap and then you clicks the arrow down on the right of the particle system and choose “copy active to selected objects”. Then you need to connect the hair on the character mesh. Keep in mind that you probably want to connect it to mesh how it’s going to be rendered, which means if you viewport subD is set to 1 and render to 2, make sure to set viewport to 2 and then connect, otherwise it will look different when you render it.

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