The custom geometry feature is wonderful! This is a world class add-on. Have you thought of making a rope and chain generator like the braid feature? A selection of different styled ropes, chains, and braids with these grooming and control features would be a gamechanger in my workflow moreso than this already is (worth the price alone for busting out a braid when needed). Genius stuff!
Oh yeah, I have some generators for that that I've used, but I didn't want to water down the add-on, since I want it focused on hair. That's why I enabled the Curve output, so that anyone can build on top of the curve with their Geo Nodes setups, and be able to use the dynamics for animation, or the auto-armature for rigging.
Thanks so much for the update Dean! I love seeing braid tips being integrated as I’ve been working around that by making a custom ornament 😅 I was thinking, would there be a way to “spread” the start of a braid so it’s not so sudden and can transition better with the hair style?
Yep, that was one of the things in the pipeline, but I wasn't able to bring it to a workable state, one that is controllable by the user. But I'll definitely work on such thing cuz I want that for my characters as well :)
Hi, I just bought your addon today. It's really cool. Is it possible to make the hair strands have self collision with other hair strands, or multiple collider objects?
Just bought the addon , Amazing work!! Wondering if you could add a function for beard , afro hair or skin head this type of hair style. Just tried to create this type of stuff , still abit painful to create strand one by one with these type of uniform hair length stuff, just a suggestion , im still totally in love with your add on❤
If you want to use the add-on on an hair object with many different hair curves, you definitely can. You should use Blenders tools to groom the hair, and you can change the length with the Grow/Shrink brush. As of Blender 4.1 you can now use Alt S and Ctrl T to change the thickness and tilt of individual curves in Edit mode. As for afros, it depends on what approach to stabilization you are taking - you can either create lots of tiny curls, or use the Surface Bumps settings to create kind of bumpy looking hair strands.
Amazing stuff! specially loving the bendy bones thing. That said. I would prefer a 2 handle system with sub handles following, kinda like in the neck rig tutorial by armin halak.
is it possible to add an option to make the generated armature start from lower down the hair? starting at the root is not always convenient for simulation, especially for stylized hair.
I can definitely do that. I was intending to do an update to the generated armatures to be a bit more useful. Just out of curiosity, what would be a good starting point for the armature chain - further up the hair strand or backwards, into the head of the character?
@@denoa3D especially in anime style models, the bones tend to begin lower down the hair. this can prevent bangs from moving too much, allow for ahoges to stay in place, or have the back of the head stay in place while the ends can move. i think the option to have it go all the way to the root is still good to have, for ponytails it would be essential. i dont know if moving it into the head would be useful, though.
Yep, definitely could do that in the update. If you want to do that now, you can just move the 'root' joint further up the hair strand while using Volume snapping.
The custom geometry feature is wonderful! This is a world class add-on. Have you thought of making a rope and chain generator like the braid feature? A selection of different styled ropes, chains, and braids with these grooming and control features would be a gamechanger in my workflow moreso than this already is (worth the price alone for busting out a braid when needed). Genius stuff!
Oh yeah, I have some generators for that that I've used, but I didn't want to water down the add-on, since I want it focused on hair. That's why I enabled the Curve output, so that anyone can build on top of the curve with their Geo Nodes setups, and be able to use the dynamics for animation, or the auto-armature for rigging.
Im loving the new clean UI, definitely gonna use in my next stylized character thank you for the amazing updates! 🖤
Oh, I have more UI improvements cooking, but they'll have to come out with the next update :)
Love your work! Thank you!
every update = 🤩🤩💯💯💥💥 no words !
Thanks so much for the update Dean! I love seeing braid tips being integrated as I’ve been working around that by making a custom ornament 😅
I was thinking, would there be a way to “spread” the start of a braid so it’s not so sudden and can transition better with the hair style?
Yep, that was one of the things in the pipeline, but I wasn't able to bring it to a workable state, one that is controllable by the user. But I'll definitely work on such thing cuz I want that for my characters as well :)
@@denoa3D Very glad to hear it! I'm looking forward to the future updates! :D
This took is simply amazing thanks for all the awesome work 😍
Thanks for your great job!
Hi, I just bought your addon today. It's really cool. Is it possible to make the hair strands have self collision with other hair strands, or multiple collider objects?
Just bought the addon , Amazing work!! Wondering if you could add a function for beard , afro hair or skin head this type of hair style. Just tried to create this type of stuff , still abit painful to create strand one by one with these type of uniform hair length stuff, just a suggestion , im still totally in love with your add on❤
If you want to use the add-on on an hair object with many different hair curves, you definitely can. You should use Blenders tools to groom the hair, and you can change the length with the Grow/Shrink brush. As of Blender 4.1 you can now use Alt S and Ctrl T to change the thickness and tilt of individual curves in Edit mode. As for afros, it depends on what approach to stabilization you are taking - you can either create lots of tiny curls, or use the Surface Bumps settings to create kind of bumpy looking hair strands.
This update is not worked in Blender 4.0.2
So i removed and install 3.01 version. It is working properly.
Yep, they've changed something that breaks geometry nodes connections when you try to load them in a previous version. It works in Blender 4.1 though.
@@denoa3D Thanks for the reply.
damn, big if tru
Amazing stuff! specially loving the bendy bones thing. That said. I would prefer a 2 handle system with sub handles following, kinda like in the neck rig tutorial by armin halak.
I'll look into it! Needless to say, I'm not big into b-bone rigging 😅, so I'll try to refine it in a future update. Tnx for the suggestion!
is it possible to add an option to make the generated armature start from lower down the hair? starting at the root is not always convenient for simulation, especially for stylized hair.
I can definitely do that. I was intending to do an update to the generated armatures to be a bit more useful.
Just out of curiosity, what would be a good starting point for the armature chain - further up the hair strand or backwards, into the head of the character?
@@denoa3D especially in anime style models, the bones tend to begin lower down the hair. this can prevent bangs from moving too much, allow for ahoges to stay in place, or have the back of the head stay in place while the ends can move.
i think the option to have it go all the way to the root is still good to have, for ponytails it would be essential. i dont know if moving it into the head would be useful, though.
Yep, definitely could do that in the update. If you want to do that now, you can just move the 'root' joint further up the hair strand while using Volume snapping.