Graphics Reference
In-Depth Information
second is
Point Select Mode
, which shows each of the key points on every parent strand. These points are
selectable and transformable via the normal Blender methods, although to right mouse button select points,
you will need to set the grooming tools to
None
. The last is called
Tip Select Mode
, in which selecting
the endpoints of a strand selects the entire strand. The
Limit selection to visible
button is usually enabled
because it prevents your selections and grooming tools from going “through” the mesh and selecting and
grooming things on, say, the other side of the head. Of course, if you are trying to create a symmetrical hair
style, you could turn this option off, letting your grooming tools work on both sides of the head at once in a
side view.
Here is an example of how these selection modes can be used to your benefi t. Let's say that you only want to
adjust the outer ends of your character's hair style. The overall shape is pretty good, but the ends are a little
wild. To do this, switch into
Point select mode
and choose
Select Last
from the
Select
menu on the 3D
header. This will select the endpoints of all parent strands. Then, choose
Select More
from the same menu
(or use
Ctrl-Numpad
-
), to grow the selection one point inward. The result is that only the fi nal seg-
ment of each hair is selected. Now, the styling tools will affect only those selected parts, allowing you to
nicely groom the wild ends without affecting the underlying structure.
At the beginning of this section, we mentioned that there was a second way to add strands to a model, in
addition to setting a number in the
Amount
fi eld. This second way is through the
Add
tool on the particles
panel. If you have a model with a fairly sparse confi guration of parent strands, but need more control over
the children on, say, the character's face, you can use the
Add
tool to add additional parent strands. Be careful
when using this because it can add strands very quickly!
The best advice is to set the
Strength
low—between 1 and 5—before proceeding, and to use a small, well-
controlled brush. Figure 14.67 shows the results of dragging an
Add
brush across a mesh. It actually “paints”
new strands into the particle system. If you do so with the
Interpolate
option enabled, Blender will attempt to
add the new strands in such a fashion that
they blend in (interpolate!) with the parent
strands already in existence.
So it is possible to begin working on
a character's hair or fur with a particle
Amount
set to
0
! You start with a com-
pletely blank slate and use the
Add
tool
to place parent strands precisely and only
where you want to have them. If you are
going to use this method, you must make
sure to set some
Normal
velocity in your
particle setup, even though you are not
“launching” any particles with the standard
tools. Strands created with the
Add
tool
will use this as their initial condition. You
Figure 14.67
That's a nice cut, but I don't think your boss will go for it
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