# Getting instanced particles to follow paths of hairs in particle system with hair dynamics

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

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

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

Particles in the wind:

Blend file:

• Thanks for taking the time to write such a detailed answer! I'll give this a go tomorrow. – Rowan Ibbeken Feb 27 at 18:39
• It worked perfectly with your instructions, thanks again! – Rowan Ibbeken Feb 28 at 14:34
• 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_/… – Rowan Ibbeken Feb 28 at 17:36
• 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 ;-) – Blunder Feb 28 at 21:08
• 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. – Blunder Feb 28 at 21:12