Help Please, follicles not created in some faces of a poly mesh


#1

Hi there,

I am trying to use some follicles on the face of a character to drive bones skinned to a polygonal beard, so I won’t have to create additional blendshapes for it. Problem is that when I create the follicles, some of the faces Ihave selected get their follicles, and some don’t. I’ve checked th UVs and they seem to be OK, history on the mesh is deleted and there desn’t seem to be a particular pattern as to wich faces are skipped, some are from the left side, some from the right side, a few of them are mirrored (the same face on the righ and left side of the face doesn’t get follicle) but some are just in one side or the other).

So if someone have had the same problem and can help, it would be much appreciated :slight_smile:


#2

does a wrap deformer not work for you…?


#3

Not really, since this character is used to create a lot of “stunts” it has blendshapes and several sets of facial hair, I used to rely on wrap deformers for this, but it tended to get too heavy once the same geometry was driving several other geometries and in the case of heavy beards, the parts of the beard that was too separated from the face wasn’t driven correctly, so I thought I’d try this other system that worked pretty well for me in other similar cases.

Also, I’m trying to experiment with systems that I can port over to game engines, and the warp deformer isn’t supported by any engine I know of :frowning:


#4

The follicles use the uv to find the spot on the mesh, so one needs to ensure the uvs don’t repeat anywhere on the mesh… are the uvs all unique? Or are they perhaps mirrored?


#5

I’m pretty sure the UVs are ok, I’ve checked them on the UV Editor and everything seemed right, I’ll try to unfold them again just to be sure, thanks for the advice :slight_smile:


#6

Can you face the part of the mesh that is not working?

if the the follicles created created but sitting at origin? I reported a bug in 2015 for follicles not working. They were created but where sitting at origin.
This was on a simple pPlane. I was using maya’s closestPointOnMesh to return the UVs. And passing the UV to the follicle.
The temporary fix was to round the values until the Follicle started working.