XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : How to create feather skirt

05-03-2007, 10:35 AM
Hi MAXer

Hope you can give me a hint in wich direction to search...

I want to create a feather-skirt. Does onyone know a good way to solve that?
Should I use particle instances? Or Hair+Fur with instanceObjects?
The feather should move physikal corect. In total, I will use 5 different colored feathers.

I saw a simmilar way, used for the fur in IceAge1. I think they used particles.

Any hint or tutorial is welcome!

05-03-2007, 07:47 PM
Hi-You could run a cloth simulation on the skirt mesh, so it behaves correctly, and then you can attach your feathers to the vertex-

theres many other ways though..

05-03-2007, 11:50 PM
yeah, run your cloth sim and bake it. then use particle flow to attach a feather to every vertex either using a birthscript:
on ChannelsUsed pCont do
pCont.useposition = true

on Init pCont do
global pflowguide = $guide

on Proceed pCont do
if pflowguide != undefined do
t = pCont.getTimeStart() as float
NumVerts = getNumVerts pflowguide

if t < 0 do
for i = 1 to NumVerts do
pCont.particleIndex = pCont.NumParticles()
pCont.particleposition = polyop.getVert pflowguide i


on Release pCont do ()
note that $guide is just a dummy name for your position object! rename it like you want to.

or the new position object operator: http://www.orbaz.com/forum/viewtopic.php?t=43

kind regards


05-04-2007, 08:54 AM
Thank you VERY much for your help.
I tried to use Pflow. With the "buid in" particle objekt and an instance object the feather would stay on the skirt. The problem is the rotation.
Each feather is sticked to the skirt with the end, but they all use either one direction or in combination with an rotation operator, a randomized direction.
The should hang down on the skirt. My idea was to stick them on the skirt, use a normal based direction and then let them "hang" with gravity.
Am I wrong?
Thanks a lot

05-04-2007, 10:02 AM
well, to point the direction of each feather in on direction shouldnīt be a big thing. if you want them to swing around when the skirt is moving is a whole different story...

05-14-2007, 06:23 AM
Got it... so far
This is how it works:

Take a look at the picture. Improtant is the speed by surface operator to tell the particles to use the surface normals for their direction.

Know I got a new problem... if I animate the surface, the instanced objects/particles penetrates the surface.
Does anyone have a tip, how to solve this?

Thanks a lot

05-14-2007, 12:49 PM
lock / bond will do the job! ironicly i have some L/B issues myself atm :D

i attached a maxfile below with a setup i used in a former production where a monster getīs hit by explosive arrows from a kinda nail gun...modify it with your position settings and stuff. should work for you! i indiceted the values responsible for the rotation on movement in the image below as well.

kind regards


05-15-2007, 05:59 AM
Hi Anselm
Thanks a lot for your help

Cause of the missing dlo (ParticleFlowTools.dlo) I canīt open the file.
The lock/bond test is a self written script, right? Canīt find this test in my Pflow.

Am I right?

05-15-2007, 02:50 PM
that's a plugin:

Particle Flow Tools Box 1

05-15-2007, 05:30 PM

you can download a demo of box#1 at www.orbaz.com there are a few freebies along with the demos you should have too! never deny free software and buy the "must have" ones ;)
box#1 is a must have if you wanna go any deaper into particles.

kind regards


05-15-2007, 09:23 PM
PFlow and cloth is a killer combo! I am kinda burried in my lame arch viz paying work right now, but I'll soon burn a render of this:


With Krakatoa, you guessed right. I am totally gonna kill em all with my bachelor project.

I don't know if particles is what you need, if you want to sim the feathers swinging around, and you can't deform them, I think. Can't something be done with a zillion of reactor ropes?

05-16-2007, 10:41 PM
do it with hair simulate it and make it geometry.
With the new Hairtrix its easy with native max tools the last part could be tricky

05-16-2007, 10:51 PM
Hey Yariv,
I accidently had you logged in and I`ve sent it on your name sorry ;)

This is our hair based feathers for a rooster:
and here is a tip about creating rigs for hairs (HairTrix/Ornatrix) needed:


05-18-2007, 01:01 PM
Hi Yoni
the rooster looks great. Did you realy use the normal hair&Fur modifier?
I tried that too, but

first the instanced hair flipped arround
and second I canīt force them into the corect direction.
this modifier has less settings to move/rotate the hair/object.

Did you use a linked force or something else?
Thanks a lot

05-18-2007, 07:40 PM
do it with hair simulate it and make it geometry.
With the new Hairtrix its easy with native max tools the last part could be tricky

Hairtrix?.. do you mean the HairFX and Ornatrix combination? has it ever been released..?
or do you mean Hair and Fur?..


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