Previously I asked you for hair tool for new hair system, which was not incorporated to new hair system. But now you did to create quality hair style with lot of varieties 🙏😊
At 15:30, For splitting the grid surface into two, I use the mirror modifier on the mesh, mirroring across the x Axis, but remember to disable 'Merge' so that the grid surface is two separate surfaces.
Yes, this is actually simpler. I will try to remake 'curves from grid' interpolation so it works more like in the past (where it would search for closest parents by topology distance).
This video was son insightful to see how powerful subsystems and tags were. Thank you for sharing this. Once concern I have is: will the addon be migrating to use Hair curves (not the old particle system, but Geometry Nodes curves)?
It is already using new curves (old curves, and particle hair are not supported sicne HT 3.0). New curves do not have many modeling tools in bledner, so I implemented bunch of them in HT joseconseco.github.io/HairTool_3_Documentation/hair_modeling/#edit-mode . Note: some of these are for curve edit mode, some for object mode - when Hair Modeling is enabled.
Sorry if this is a dumb question, I'm new to blender and hair tool. After creating the hair with curve to grid method, what is the next step if I want to use the hair in a character animation? (a rendered animation, not in-game) Convert to mesh and then add bones and physics?
Yes exactly. To convert curve hair to mesh haircards you can use : joseconseco.github.io/HairTool_3_Documentation/convert_hair/#finalize-hair, Then you can semi-automatically rig and generate weighs for generated mesh with: joseconseco.github.io/HairTool_3_Documentation/hair_animation/
Thanks! One more questions if its ok. What's the best way to avoid the hair clipping with ears? Trying to make the ears stick out through the hair. I tried making the guide mesh go around the ears, but the strands kinda try to "jump over" the gap. @@bartoszstyperek6306
I think the new sculpting way, with track to mesh is even better. ua-cam.com/video/TvBw2eGsky4/v-deo.html I'm not sure why, but for short hair it gives more uniform, natural look compared to using curves as hair guides. And if you use shapekeys on curve guide mesh, then u can comb hair by sculpting on these shapekeys in non destructive way (or u can have, kind of, combing layers - by using multiple shapekeys - for example u could sculpt longer groom on one shapekey, shorter on another shapekey - then mix them with shapekeys sliders). But for long hair - 'curves from grid' are still best.
@@bartoszstyperek6306 Sorry, I only recently saw the response. Thank You for that tutorial. It helped me get something I've been working on for a month done in 2-3 days. If I could Pick your Brain Further, I pulled some hair out of Character Creator 4 into blender to see what the hair cards looked like, I admit I have no idea what has been done to them but I do find it interesting that some single strands of hair are just 1 | hair card while groups of 3-4 strands areeither 2 + hair cards or 1 Yet the single strand card nor the others lose any fidelity in Character creator 4 and only partially in Blender depending on something I dont know what it is, Meaning i can see that single strand of hair in all of its glory no matter what angle or direction i am looking at it from. If I do flat profile with uv or profile from mesh I have to combine cards to see the hair from multiple angles, and depending on things looks much better but still really janky, even coming out stylized What Gives? How do I replicate the all angle view that comes standard in CC4 Hair Cards?
@@5641616341485 I'm not sure if I understood, but I think they are using cross section profile - where some strands are made from two haircards intersecting each other. You can kind of get it working using mesh profile in HTool 0 joseconseco.github.io/HairTool_3_Documentation/hair_profiles/#mesh-profile. In future I plan to make it easier to use.
Question, why does any preset set from the library make blender crash?? Every time I try to use the "append" button the software crashes. any tips on why this is happening??
I think I had one user with same issue. It works for 99,9% of people. The only workaround to use it would be to just open the preset file - from library - since it is just blend file. Maybe you could also try manually import : File -> Append -> navigate to the library preset, and append the whole collection with hair preset... Btw. make sure you are on latest blender 3.6.5 - updating may help.
this is such a great tool :)
Previously I asked you for hair tool for new hair system, which was not incorporated to new hair system.
But now you did to create quality hair style with lot of varieties 🙏😊
You don't cease to amaze me! Best addon I bought
Thx. This is not event the best modeling method now in HTool. IMO new Track to mesh is better. New video will be about it.
At 15:30, For splitting the grid surface into two, I use the mirror modifier on the mesh, mirroring across the x Axis, but remember to disable 'Merge' so that the grid surface is two separate surfaces.
Yes, this is actually simpler. I will try to remake 'curves from grid' interpolation so it works more like in the past (where it would search for closest parents by topology distance).
Hair Tool is a great AddOn and I've used it on multiple characters just in the past month, just wanted to say
This is awesome Bartosz! Can't wait to get stuck into the new Hair Tool on my next hair asset. :)
Hope you will share your work on HT discord!
very useful, thanks
This video was son insightful to see how powerful subsystems and tags were. Thank you for sharing this. Once concern I have is: will the addon be migrating to use Hair curves (not the old particle system, but Geometry Nodes curves)?
It is already using new curves (old curves, and particle hair are not supported sicne HT 3.0). New curves do not have many modeling tools in bledner, so I implemented bunch of them in HT joseconseco.github.io/HairTool_3_Documentation/hair_modeling/#edit-mode . Note: some of these are for curve edit mode, some for object mode - when Hair Modeling is enabled.
White theme psycho 😂❤
for the uv pls tutorial
It's a great addon. But it's so difficult that even if I follow the tutorial exactly, I don't get good results.
Hair is hardest thing in character modeling. If you need help, join discord -and ask for feedback there: discord.gg/cxZDbqH
Sorry if this is a dumb question, I'm new to blender and hair tool. After creating the hair with curve to grid method, what is the next step if I want to use the hair in a character animation?
(a rendered animation, not in-game) Convert to mesh and then add bones and physics?
Yes exactly. To convert curve hair to mesh haircards you can use : joseconseco.github.io/HairTool_3_Documentation/convert_hair/#finalize-hair,
Then you can semi-automatically rig and generate weighs for generated mesh with: joseconseco.github.io/HairTool_3_Documentation/hair_animation/
Thanks! One more questions if its ok. What's the best way to avoid the hair clipping with ears? Trying to make the ears stick out through the hair. I tried making the guide mesh go around the ears, but the strands kinda try to "jump over" the gap. @@bartoszstyperek6306
Can export texture hair tool to the others software?
So if this is 2nd what do you consider the best
I think the new sculpting way, with track to mesh is even better. ua-cam.com/video/TvBw2eGsky4/v-deo.html
I'm not sure why, but for short hair it gives more uniform, natural look compared to using curves as hair guides. And if you use shapekeys on curve guide mesh, then u can comb hair by sculpting on these shapekeys in non destructive way (or u can have, kind of, combing layers - by using multiple shapekeys - for example u could sculpt longer groom on one shapekey, shorter on another shapekey - then mix them with shapekeys sliders). But for long hair - 'curves from grid' are still best.
@@bartoszstyperek6306 Sorry, I only recently saw the response. Thank You for that tutorial. It helped me get something I've been working on for a month done in 2-3 days.
If I could Pick your Brain Further, I pulled some hair out of Character Creator 4 into blender to see what the hair cards looked like,
I admit I have no idea what has been done to them but I do find it interesting that some single strands of hair are just 1 | hair card while groups of 3-4 strands areeither 2 + hair cards or 1
Yet the single strand card nor the others lose any fidelity in Character creator 4 and only partially in Blender depending on something I dont know what it is,
Meaning i can see that single strand of hair in all of its glory no matter what angle or direction i am looking at it from. If I do flat profile with uv or profile from mesh I have to combine cards to see the hair from multiple angles, and depending on things looks much better but still really janky, even coming out stylized
What Gives?
How do I replicate the all angle view that comes standard in CC4 Hair Cards?
@@5641616341485 I'm not sure if I understood, but I think they are using cross section profile - where some strands are made from two haircards intersecting each other. You can kind of get it working using mesh profile in HTool 0 joseconseco.github.io/HairTool_3_Documentation/hair_profiles/#mesh-profile. In future I plan to make it easier to use.
@@bartoszstyperek6306 Yes That is what I'm talking about. I'm looking forward to seeing what you come up with.
Question, why does any preset set from the library make blender crash?? Every time I try to use the "append" button the software crashes. any tips on why this is happening??
I think I had one user with same issue. It works for 99,9% of people. The only workaround to use it would be to just open the preset file - from library - since it is just blend file. Maybe you could also try manually import : File -> Append -> navigate to the library preset, and append the whole collection with hair preset... Btw. make sure you are on latest blender 3.6.5 - updating may help.
Thank you very much, that got it working perfectly!! @@bartoszstyperek6306
Is there a button to hide the guide grid surface?
Never mind. I found the button at 'Profile' -> 'Profile Other' -> ''Draw Source Mesh'. Great add-on thanks.