Modifying emitter's topology breaks edited hair #44409

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opened 2015-04-16 10:52:25 +02:00 by jorgen · 11 comments

Add a particle system to a character's body
set it to hair
assign it to a vertex group
go into "particle edit mode"
comb the hair
then make any adjustments to the mesh such as adding, or removing vertexes.

then once you leave editmode, you will find that the hair is all over the place.
basically, once you made the characters hair, you cant edit the body's mesh. you can manupulate it by moving polygons, but you cant add or remove anything.
this is a minor thing, so i set it to low priority, but unless its complicated, i think its defenitly something worth fixing.

basically, i've assigned the density to a vertex group, so if i make any changes to anything that is NOT a part of the vertex group, then the hair should not be affected in any way.

Add a particle system to a character's body set it to hair assign it to a vertex group go into "particle edit mode" comb the hair then make any adjustments to the mesh such as adding, or removing vertexes. then once you leave editmode, you will find that the hair is all over the place. basically, once you made the characters hair, you cant edit the body's mesh. you can manupulate it by moving polygons, but you cant add or remove anything. this is a minor thing, so i set it to low priority, but unless its complicated, i think its defenitly something worth fixing. basically, i've assigned the density to a vertex group, so if i make any changes to anything that is NOT a part of the vertex group, then the hair should not be affected in any way.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @finalbarrage-2

Added subscriber: @finalbarrage-2

#93945 was marked as duplicate of this issue

#93945 was marked as duplicate of this issue
Bastien Montagne changed title from Messing up the hair to Modifying emitter's topology breaks edited hair 2015-04-16 11:38:28 +02:00
Lukas Tönne was assigned by Bastien Montagne 2015-04-16 11:40:13 +02:00

Added subscriber: @mont29

Added subscriber: @mont29

Assigning to Lukas to get its final word, but don’t think this is a bug at all, any physics stuff will be based on a specific topology, changing that topology you cannot expect to keep physics OK imho.

Assigning to Lukas to get its final word, but don’t think this is a bug at all, any physics stuff will be based on a specific topology, changing that topology you cannot expect to keep physics OK imho.

Added subscriber: @zeauro

Added subscriber: @zeauro

It is not a bug. It is ignorance of tools that allows to do it.

If you want to reedit a mesh after adding a hair particle system to it, you have to disconnect hair before modifying mesh.
Then, when you mesh editing is done; you can reconnect hairs.

It is not a bug. It is ignorance of tools that allows to do it. If you want to reedit a mesh after adding a hair particle system to it, you have to disconnect hair before modifying mesh. Then, when you mesh editing is done; you can reconnect hairs.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Added subscriber: @brecht

Added subscriber: @brecht

This has been a limitation of the hair system since it was implemented, indeed not considered a bug, even if it might be nice to try to solve this once. The disconnect/reconnect hair trick exists to work around this.

This has been a limitation of the hair system since it was implemented, indeed not considered a bug, even if it might be nice to try to solve this once. The disconnect/reconnect hair trick exists to work around this.

Added subscribers: @ManuF, @iss

Added subscribers: @ManuF, @iss
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Reference: blender/blender#44409
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