This is great news guys, thanks very much for the input.
DAN
Robert Moodie wrote:
well, it certainly makes laying them a lot more predictable now that
instances can be generated from the hair guides themselvs, rather
than being interpolated between them.
Som feathers may do some banking, and while you can control them
through the RGB maps, it migtht be a little ricky getting control of
an animated RGB map. Another thought would be for the feathers that
do bank a little, you could use another hair system , and this time
hook he orientation to an external object.
Totally, the instance on guides only makes it all do-able.
I have done a wing as a test, and the orientation controls hold up
well with bone/envelope anim.
I wish there were a way to control the orentation with objects on a
per guide basis though. The object orientation seem to apply to all
guides on the hair object.
Adam
Have you tried using multiple follow objects with careful proximity
setups?
_rob
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