I've created a plane with a hair particle system and with hair dynamics on. I then used a particle instance modifier to add a custom cylinder to each hair particle, and turned on both 'create along paths' and 'keep shape'. I then added a wind force field to displace the particle system and (I hoped) in turn the cylinders. However, the instanced particles remain stationary when I play the animation and do not follow the paths of the hair particles (which deform just fine). Is there any solution to this? Am I missing something obvious? Here's the .blend file: https://drive.google.com/file/d/1qqP-HdKrQP_uk3MMPlcxnhdnoKtU7yi7/view?usp=sharing Thanks

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1 Answer 1


You almost did it, just a few things to fix:

  • decimate the number of faces of the cylinder with the Decimate modifier, un-subdivide. The faces get multiplied by each particle. In Object mode, right-click the object and select Shade Smooth, and will look the same with only 300 vertices, that's 1/10th.

  • lay down the cylinder along the Y-axis by a -90° rotation around the X-axis in Object mode, apply the Rotation (Ctrl+A). Make sure that the cylinder's origin is at bottom of the mesh, at world origin. Apply Location if needed.

  • In Edit mode, move 3D Cursor to world origin (Shift+S), select all vertices (A), and select from menu: MeshSort Elements...Cursor Distance. This prevents strange things from happening as the particles bend and twist due to a change in wind direction. layout of particle object
    layout of particle object

  • Change the settings of the Particle Instance modifier: (Pole Axis: Z, set Position: 1.000, clear Keep Shape checkbox)
    Particle Instance settings

Particles in the wind:
particles in the wind

Blend file:

  • $\begingroup$ Thanks for taking the time to write such a detailed answer! I'll give this a go tomorrow. $\endgroup$ Feb 27, 2021 at 18:39
  • $\begingroup$ It worked perfectly with your instructions, thanks again! $\endgroup$ Feb 28, 2021 at 14:34
  • $\begingroup$ If it's okay to post a follow-up question on here, could you help me with one more thing? I've applied the above principles to a blanket with tassels falling onto some cushions. I've added tassels to the blanket using the particle instance modifier and then used the surface deform modifier to bind the mesh to a subdivided plane (to which the cloth simulation is being applied). But when I start the simulation, the fringes fly off and distort instead of moving as you would expect them to. Here's the .blend file: drive.google.com/file/d/1iYh7nYED2lEQ6EZdO4opqZgDfmqrCpS_/… $\endgroup$ Feb 28, 2021 at 17:36
  • $\begingroup$ you're welcome! It's better when you post this as a separate question because this site is a Q&A site. The structure is one question + one or more answers. This makes it easier for people who have the same or similar problem to find the question and get a solution. Feel free to post it and I can answer it. Teaser: Have a look at scale and location ;-) $\endgroup$
    – Blunder
    Feb 28, 2021 at 21:08
  • $\begingroup$ Oh wait! Never mind, you did that already here: How to make hair dynamics work with surface deform modifier and cloth simulation a while ago. $\endgroup$
    – Blunder
    Feb 28, 2021 at 21:12

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