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  1. Hi there, The first image shows a foot pressing into cloned polygon strips using the collision deformer. It's working fine, but because of the amount of polygons needed to get the detail in the foot shape it is making moving round the scene really slow. I know I can use a flat plane and an image on it and deform that, but I need this to be made of splines because of the way the animation progresses... I was wondering if this could be done using splines and hair as the render rather than using polygons. I've tried cloning a load of splines with hair material on them but the spline dynamics and hair collider tag only work with an individual splines it seems.... I've tried the hair object and attached hairs to strips but I need the hairs to be anchored at both ends. Is this possible? I'm not massively familiar with the hair system to be honest. The 2 drawings show what needs to happen after the deformation. The white lines need to wrap round the foot completely and up the leg... so this requires more than a footprint... I know that some trickery can be used here - such as the splines for the leg form out of know where... thats fine but the foot will need more thought. I was thinking of morphing from an initial spline state through a few intermediate states to the final foot shape using the pose morph tag. However because of the amount of splines needed this is going to be a really tough task! Any suggestions on an alternative solutions to this? Cheers, Luke
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