(Many thanks to Gottfried Hoffman for pointing this out). I missed a step and couldn't get it to apply to my geometry correctly, but for future reference, just remember to apply all transformations (Ctrl-A) to your geometry (like freeze transformations in C4D) before applying the deformer. I realised that in this instance a hair system would be much more suited to art direction than a manual rig: what if she wanted 20% less tassles? 50% longer again? Less flexible? Blow around more/less? Random lengths? Using a hair system would make such changes far more manageable.Īt first I made the hair system in Blender, and tried to make use of the extraordinary Particle Instance Modifier, which is able to clone geometry onto each hair, and deform it as the hair would deform. No doubt there is a way of using Blender's driver system to automatically make a rig fit to geometry as you edit it, but such a system would only get you so far. The next step was to try and get tassels dangling off the ends, and I actually created two sub-rigs with a bendy bone for each tassel, which worked ok-ish (see above) until the art director decided the tassels had to be longer than she had drawn them in the storyboard, and there needed to be twice as many of them.
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