Oh wow interesting ๐ค!
Posts by koko ze
Thank you for the compliments and no problem :)! Looking forward to see what you do with it :D
The hair curves can use GN, but currently that is only for generating the hair curves and not for simulating them (unless you create your own solver, which is a very complex task).
I made a video on how to use the old hair dynamics for the simulation. It is simpler that way.
youtu.be/Ds9uW7t0oLI
The "new" hair curves don't have official simulation yet (It is in active development though)
You can create your own solver with geometry nodes
or
You can also convert the hair curves into the old hair particle system which does have hair physics but the simulator isn't the most stable.
Why does the regular bone parenting exist if parent relative is better since it allows you to change bones in edit mode without unparenting and reparenting the children?
Is it a performance reason?
docs.blender.org/manual/en/la... #b3d
Maybe try Armor Paint but it is in alpha stage (and has been for a while)
Alembic I/O improvements regarding custom attributes on curves/edges and points.
Haven't tested it in a while but as far as I know only attributes on surfaces work but not on geometry with no faces.