WHAT the FUR!

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  09 September 2013
WHAT the FUR!

So... my fur will not stay with the mesh once I start using blenshapes? The fur looks great and re-acts fine to my smooth bind rigging but the I'm having very little luck with my blendshapes. I've done test before that were successful but this was on a primitive sphere and not on my character. Has anyone else experienced this problem?

HELP!

Sosa
 
  09 September 2013
Okay so I haven't found a solution but I've located the problem. It seems that if you have your inclination set to high value like .6 - 1.0 where the fur is laying against the mesh it doesn't adjust to blendshapes. Now this doesn't seem to be the case with mesh that's skinned.
 
  09 September 2013
Hi chris

Originally Posted by ChrisSosa: Okay so I haven't found a solution but I've located the problem. It seems that if you have your inclination set to high value like .6 - 1.0 where the fur is laying against the mesh it doesn't adjust to blendshapes. Now this doesn't seem to be the case with mesh that's skinned.


Hi there. Which software are you using?
 
  09 September 2013
Oh yeah I guess that would be a good thing to know. I'm using Maya 2012 but have also tested it on 2014 as well. Oh and to correct myself on my previous statement I'm still having the same issue with the skinned mesh as in the blendshapes.

Last edited by ChrisSosa : 09 September 2013 at 03:31 PM.
 
  09 September 2013
Hi there

Originally Posted by ChrisSosa: Oh yeah I guess that would be a good thing to know. I'm using Maya 2012 but have also tested it on 2014 as well. Oh and to correct myself on my previous statement I'm still having the same issue with the skinned mesh as in the blendshapes.



Ok. Whats the problem exactly?can you upload a screenshoot?
 
  09 September 2013
Here's what I got. The rig is just using influence controls and I'm running a 4k map on my baldness and polar maps. I'm rendering with Mental Ray.

https://www.dropbox.com/s/aluj5b0p3...Description.png
https://www.dropbox.com/s/4t4zghmbk...ur%20Issues.png


 
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