Because Fibermesh is such a new feature I think maybe this question has no answer, but how does one go about posing a character that has had Fibermesh applied? For example, the dog model in the introduction tutorial model. What would you do if you’d already gone through all the effort of styling the hair and wanted to pose him like he was running?
I’ve tried a few different methods for this. The first was baking the hair and the character down into a single subtool, which made the fibers un-groom-able. The second was to use Transpose Master, but because of the all-or-nothing approach to masking fibers I would bend the character and create huge gaps in fur coverage.
The final thing I tried was to use Transpose Master, then use a zsphere rig on that mesh. This is pretty smooth provided I don’t do anything too drastic with the rig, but it creates a new adaptive skin rather than altering the TPose mesh, which means I can’t use Transpose Master to get the deformation, which is frustrating. So I suppose if I knew a way to get the TPose mesh into the shape of the adaptive skin I’d as least have somewhere to start.
Something like this is probably already in the works, but other programs that deal with hair have the ability to let you save a “hairstyle,” as in which polygons of a base mesh have hair, and the lengths and shapes thereof. This would be a lot of help with FiberMesh, since I could just pose my character, then apply preset hair and style it from there.
Please let me know if I’ve overlooked something. I really like FiberMesh and want to be able to use it properly.