For anyone else who couldnt figure out a way to rig the hair, my brain is super huge and massive. If you add an object constraint you can add an armature relationship and target the hair to follow the head bone (spine.006 in my case)
I'm trying to make it work with skinning, but no matter what I do, hairnet generated particles do not want to follow the original rigged and skinned mesh.
It doesn't work properly. Hair just aren't following the mesh form when added. I'm just trying to repeat your video step by step. Exactly what you done. Latest addon installed today and blender version 2.90.1. What the @#$?
This add on is awful. This is a great tutorial. The problem is the creators refuse to tell anyone how to bring it in from zbrush as curves and export it. So I have a bunch of fibers, but no idea how to attach them to my Mesh. I've spent all day. Everything is always about maya. I hate maya.
I'm stuck at converting mesh to Curve/Meta/Surf/Text - this option doesn't show up under the convert menu (Blender 3.01) Anyone experience the same issue and know how to solve it?
When i click the add hair from fiber, just spawn hair going upwards, no idea why xd (Edit i had to go back to blender 2.8 to make it work) at least i lern a lot from curves, nice video!
This is a pretty good hair tool! Still, I have a weird issue where my hair wants to curl no matter what I do. If I try to comb it in any direction, it'll automatically try to curl, and that's just kina annoying. Its easy enough to delete the curling hair though.
Hello. I have a question. I'm doing all the settings you made before making the beziers. I also turn on the snap feature. then I draw the beziers over the hair. Then, when I rotate the screen with the middle button, the beziers I draw go to a place that has nothing to do with my character's hair. how can i fix this?? When you do it, the beziers stick to the hair and when you turn it, it seems to stick to wherever you drew it. but it seems out of place to me. can you help?
hhm, nice addon, but ideally it would be a case of exporting fibermesh curves from zbrush, then using these as guides. the fact that blender has no proper rebuild curve option so each hair has the same amount of points make that impossible. maybe there is a way to do this I am hoping ? has blender got a proper normalise spline addon, i am thinking not, just deals in approximations
Hi I was wondering if there is a way to attach the hair to the model/scalp to be able to actually have hair simulation? I am tryingbut its not working properly so idk maybe im doing it wrong, pleae help!
Omg my brain is massive. If you add an object constraint you can add a armature relationship and target the hair to follow the head bone (spine.006 in my case)
For some reason I can still see the original "guide hair curves" in my render. I don't really understand why I am seeing them...if I turn off the visibility eyeball in the outliner the particle hair completely is not displayed at all. How can I render the particle hair but not see the guide curves? I must be missing something.... LOL !
Ugh... i hit this dreadful Mediafire when I clicked on a link. I don't wish to sign up to it, but the Hairnet plugin looks cool. I found no indiction anywhere of how much it cost.
Dude nice tutorial but when I press "E" on edit mode in Blender I get "Extrude and Move" and no "Add Vertex" option. I would love to finish this tutorial and buy the other tutorial you offer online. Thanks for any assistance...
Another point you need to explain is that you can only create in a Bezier Curve a new Vertex Point only if you have selected one of the original endpoints. Even do I do this when I press "E" I get "Extrude and Move" and not the "Add Vertex" option that would allow me to trace my hair model. I will keep on hammering away but it would be great if that point is clarified to finish this tutorial and hit the other one you are selling. Cheers...
"Add Vertex" in my Blender default system is set to "Control Right Mouse". In edit mode, this causes a conflict since when I press "Control Right Mouse" the background object is selected instead of creating a new Vertex in place.
I fix the issue by remapping my keys in Edit + Preferences + Keymap = Search for "Extrude and Move" map all keys to "Control Right Mouse" and then I did the same for "Add Vertex" but map these options to work with "E" as you have them. The issue was solved but it took hours.
I was able to finish and the results are amazing. I was surprised by the amount of control that I had. Thanks for the tutorial. Now how do I do this but with hair cards lol...
Hi bro you made a tutorial on skin texture using Tom hollanf spiderman model very long back. I've been following your channel from then... If possible please make a full course on character making like spiderman in that video. There are many other resources in internet for those kind of art stuff but yours is very unique style so please make a full course on spiderman 🙂🙏
I came to find a nice way to convert a curve but I realised something here. None of this tutorial is actually worth the time/workflow. No offence meant to the author at all. However you can negate all the steps by simply modelling with the strand system directly, growing/shrinking and setting steps per strand, then apply the children to populate the hair the same way. Once there you have all your clumping, parting and extra options. You can even snap the same way per particle step vertex to align to a reference model as it supports an applied distance to avoid clipping the mesh. This makes all of these steps towards Hairnet useless. It makes me wonder if Hairnet is now truly a relic of older methods.
For anyone else who couldnt figure out a way to rig the hair, my brain is super huge and massive. If you add an object constraint you can add an armature relationship and target the hair to follow the head bone (spine.006 in my case)
I'm trying to make it work with skinning, but no matter what I do, hairnet generated particles do not want to follow the original rigged and skinned mesh.
With this method, I can make ideal hair for me in a short time. I didn't know about this amazing addon. thank you.
Not really working. Went back even to 2.91 and 2.90. Tried all the options. Didnt get anything to work. Sadly :(
It doesn't work properly. Hair just aren't following the mesh form when added. I'm just trying to repeat your video step by step. Exactly what you done. Latest addon installed today and blender version 2.90.1. What the @#$?
This add on is awful. This is a great tutorial. The problem is the creators refuse to tell anyone how to bring it in from zbrush as curves and export it. So I have a bunch of fibers, but no idea how to attach them to my Mesh. I've spent all day. Everything is always about maya. I hate maya.
this is so helpful, thanks man
I'm stuck at converting mesh to Curve/Meta/Surf/Text - this option doesn't show up under the convert menu (Blender 3.01)
Anyone experience the same issue and know how to solve it?
When i click the add hair from fiber, just spawn hair going upwards, no idea why xd (Edit i had to go back to blender 2.8 to make it work)
at least i lern a lot from curves, nice video!
Wonderful !In Blender we Trust, right !
Doesn't work with interpolaited? What's the point then?
Wonderful!
Thank you So much~~!!🤣
This is a pretty good hair tool! Still, I have a weird issue where my hair wants to curl no matter what I do. If I try to comb it in any direction, it'll automatically try to curl, and that's just kina annoying. Its easy enough to delete the curling hair though.
Hello. I have a question. I'm doing all the settings you made before making the beziers. I also turn on the snap feature. then I draw the beziers over the hair. Then, when I rotate the screen with the middle button, the beziers I draw go to a place that has nothing to do with my character's hair. how can i fix this?? When you do it, the beziers stick to the hair and when you turn it, it seems to stick to wherever you drew it. but it seems out of place to me. can you help?
hhm, nice addon, but ideally it would be a case of exporting fibermesh curves from zbrush, then using these as guides. the fact that blender has no proper rebuild curve option so each hair has the
same amount of points make that impossible.
maybe there is a way to do this I am hoping ? has blender got a proper normalise spline addon, i am thinking not, just deals in approximations
amazing addon, thanks
How do we install the addon in the first place?
nvm, its in the description. Download it by pressing the code button on the website. Sorry
Hi I was wondering if there is a way to attach the hair to the model/scalp to be able to actually have hair simulation? I am tryingbut its not working properly so idk maybe im doing it wrong, pleae help!
Omg my brain is massive. If you add an object constraint you can add a armature relationship and target the hair to follow the head bone (spine.006 in my case)
For some reason I can still see the original "guide hair curves" in my render. I don't really understand why I am seeing them...if I turn off the visibility eyeball in the outliner the particle hair completely is not displayed at all. How can I render the particle hair but not see the guide curves? I must be missing something.... LOL !
how do i enable the addon? I clicked install already but when i search for it, its not there
No hair appears when I run the tool.. How could it be?
how we let it grow from one mesh ? actually for animating the hair we should define some vertex groups yeah?
is there a way to animate hair generated from the hairnet addon?
Hi thanks for your work, any chance that you plan to update the plugin for 2.92 ?
how do we export this whole thing?
Does this work in Blender 3+ ?
Ugh... i hit this dreadful Mediafire when I clicked on a link. I don't wish to sign up to it, but the Hairnet plugin looks cool. I found no indiction anywhere of how much it cost.
I don't know why but it doesn't work for me... Unknown location
ive tried alot but this addon just wont install
same. the little msg at the bottom says "...1 installed" but really its not
here is a new version: www.mediafire.com/file/yf9m70a3r6810iy/hairNet.zip/file
when doing this would i be able to use it in a game engine like ue4 coz I know you can't use particle hair
this is just for blender
Dude nice tutorial but when I press "E" on edit mode in Blender I get "Extrude and Move" and no "Add Vertex" option. I would love to finish this tutorial and buy the other tutorial you offer online. Thanks for any assistance...
Another point you need to explain is that you can only create in a Bezier Curve a new Vertex Point only if you have selected one of the original endpoints. Even do I do this when I press "E" I get "Extrude and Move" and not the "Add Vertex" option that would allow me to trace my hair model. I will keep on hammering away but it would be great if that point is clarified to finish this tutorial and hit the other one you are selling. Cheers...
"Add Vertex" in my Blender default system is set to "Control Right Mouse". In edit mode, this causes a conflict since when I press "Control Right Mouse" the background object is selected instead of creating a new Vertex in place.
I fix the issue by remapping my keys in Edit + Preferences + Keymap = Search for "Extrude and Move" map all keys to "Control Right Mouse" and then I did the same for "Add Vertex" but map these options to work with "E" as you have them. The issue was solved but it took hours.
I hope someday someone reads this and saves some time.
I was able to finish and the results are amazing. I was surprised by the amount of control that I had. Thanks for the tutorial. Now how do I do this but with hair cards lol...
you ok? breathing so much when you move
mouse event missing error, any idea? blender 2.9
use version 0.6 instead of 0.62/0.63, those 2 seem to be broken
2.9 doesn't work for me, ...
addon not installing, what's the problem?
i just updated the link to the latest version here is the link www.mediafire.com/file/yf9m70a3r6810iy/hairNet.zip/file
@@Luwizart thank
OK!
Does it work in reverse? From hair particle to mesh
Yes
I have hair particles from zbrush. I need to attach them to the scalp, so I can export it as alembic. I'll never find an answer to this, will I?
@@cloudlove1 Idk, i never managed to originally do what i wanted, from particle to mesh lol, good luck bro
@@kendarr oh darn :( l feel like I'm almost there. They make this so impossible for blender people.
Hello,Very good plugin。2.91 An error will occur.
here is a new version: www.mediafire.com/file/yf9m70a3r6810iy/hairNet.zip/file
The addon can't be installed
here is a new version: www.mediafire.com/file/yf9m70a3r6810iy/hairNet.zip/file
@@Luwizart thank you so much!!
I cant install only
here is a new version: www.mediafire.com/file/yf9m70a3r6810iy/hairNet.zip/file
@@Luwizart thanks man
@@Luwizart please do a tutorial for simulation also
🙏
you are welcome
Hi bro you made a tutorial on skin texture using Tom hollanf spiderman model very long back. I've been following your channel from then... If possible please make a full course on character making like spiderman in that video. There are many other resources in internet for those kind of art stuff but yours is very unique style so please make a full course on spiderman 🙂🙏
yeah i will look into it
I came to find a nice way to convert a curve but I realised something here. None of this tutorial is actually worth the time/workflow.
No offence meant to the author at all.
However you can negate all the steps by simply modelling with the strand system directly, growing/shrinking and setting steps per strand, then apply the children to populate the hair the same way. Once there you have all your clumping, parting and extra options.
You can even snap the same way per particle step vertex to align to a reference model as it supports an applied distance to avoid clipping the mesh. This makes all of these steps towards Hairnet useless. It makes me wonder if Hairnet is now truly a relic of older methods.
This hair particle is possible to export as fbx? I tried to export but I got only the curves