Hair particle system misbehaving on rigged mesh #79697
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#79697
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74
Blender Version
Broken: version: 2.83.4, branch: master, commit date: 2020-08-05 06:00, hash:
c113af8288
Worked: (newest version of Blender that worked as expected)
Short description of error
Hi,
I have a hair particle system attached to a rigged mesh.
I have attached a screenshot of the modifier stack . I believe they are in the correct order.
The armature to which the mesh is rigged is animated.
When the animation plays, the rig moves, as does the mesh and the particle system.
The hair particles however do not rotate correctly as the animation plays through.
The rotation of the hair particles correct themselves when entering Weight Paint mode - the density and scale of the hair particles are controlled by two separate vertex groups.
I can consistently recreate the problem in 2.83.4 and 2.9.0.
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
.blend file attached monster-error.blend
Thanks in advance!
Added subscriber: @SlickRed
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm the problem.
Apparently the rotation of some particles is not updated.
Here is a simplified file:
hair_rotation_bug.blend
Added subscriber: @JacquesLucke
Thanks for the simplified example file. I did not find the fix yet, but so far I traced the issue back to the particle cache. Apply P1584 to see the issue.
As you can see, for every "broken" particle, the
vec
value stays constant. I might investigate this further later this week, if no one else wants to.2020-08-17 14-07-38.mp4
Added subscriber: @KihakuGisui