09-02-2020, 03:33 PM
(09-02-2020, 05:11 AM)tyFlow Wrote: Skinning meshes to particles is a three step process.
1) Create your particles from the mesh (in your case, birth skeleton from grass mesh)
2) Duplicate the mesh
3) Put a tyParticleSkin modifier on the duplicate and select the particles you created as the source.
The reason you need a duplicate is because otherwise you get a circular dependency error (particles depend on mesh which depends on particles = infinite loop)
There are example files showing how to use the tyParticleSkin modifier that you can explore.
@tyFlow
Thanks very much for the clear answer. Makes perfect sense and works fine. I somehow missed the tyParticleSkin modifier which is what I get for reading through the docs late at night. I will check out the example files. Thanks for your help.