'careful proximty setups'
Rob, could you eloborate a bit more on that.
Multiple follow objects still affect the hair instances as a whole don't they?
I think I see where you're going with this.. I'll give it a whirl myself though to
be sure I'm not missing something here..
Adam
----- Original Message -----
From: Dan Yargici <dan(at)imajonline.com>
Date: Tuesday, April 18, 2006 9:33 am
Subject: Re: Hair instancing Q for anyone experienced....
> 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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