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I'd like to make feathers on a tail of a model bend to the force fields. I've tried some tutorials but after spending whole day trying different methods, none of them worked propely. For example in this tutorial: -> Bending a pole with wind <- I selected all the feathers and added them to the vertex groups, like this

enter image description here

then I followed rest of steps in the tutorial. Unfotunately when i started animation with wind, whole program started to lag extremely and crashed. Then I tried to use Cloth physics, but it didn't work as rest of model completly colapsed as soon as I played the animation. So far I can't figure out how to make that part of mesh bend propely with force fields, I'll be glad for any help!

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  • $\begingroup$ One way would maybe be hair-dynamics. Put a hair particle system on tail object, use a weight map to grow them where you want them to grow (might be a bit of a mare trying to get the pointing where you want them to though!), and enable hair dynamics. Then add a 'particle instance modifier to your feather object and chose the tail object & particle system in the modifier. Then mess with the hair stiffness etc. $\endgroup$
    – MarkS
    Oct 13, 2019 at 15:29
  • $\begingroup$ Here's some wheat I used this method on- dropbox.com/s/h8a6p08plff3wkw/WheatVariations.mkv?dl=0 So a hair particle system on the plain, and a few 'wheat' objects instanced onto the hair, then blown about with wind & turbulance. Like I said it needs some messing with values but it can work... $\endgroup$
    – MarkS
    Oct 13, 2019 at 15:35
  • $\begingroup$ alright! I'll try to do it (might have to watch some tutorials tho) and let know how it worked out. Thanks. $\endgroup$
    – Raptie
    Oct 14, 2019 at 17:03
  • $\begingroup$ Okay I made it! I found this tutorial to be helpful: youtube.com/watch?v=DOm2K9jOZLI&t instead of drops I copied feathers from main object and splitted them from it, made vertex group in place where I wanted them to be and applied them to it. Now I just need to play around with settings to make them behave correctly because they act kind of strange to the forcefields and they dont follow rest of object in a correct way. Thank you for pointing out such a ways. $\endgroup$
    – Raptie
    Oct 14, 2019 at 19:15
  • $\begingroup$ no sweat....... $\endgroup$
    – MarkS
    Oct 16, 2019 at 8:55

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