HairLetLoose

Plugins HairLetLoose

THANKS! That is really GREAT, I was waiting for this a long time.
I tried it with prestigitis hair 20191213 and the hair was a little bit 'pumping'.
Can you please have a look at it.
 
THANKS! That is really GREAT, I was waiting for this a long time.
I tried it with prestigitis hair 20191213 and the hair was a little bit 'pumping'.
Can you please have a look at it.

Yeah, I just noticed this issue myself with a different hairstyle. Some hairstyles are not correctly added to the plugin. Will try to get this fixed soon!
 
everlaster updated HairLetLoose with a new update entry:

1.0.1: Bugfixes, ignore body hairs

  • fixed issue with hairstyles not loading properly in the plugin when there are duplicates (either multiple var versions of the same hairstyle, or multiple copies from different sources)
  • the notification about painted rigidity having been disabled is now shown correctly in the plugin UI
  • the plugin now ignores all hairstyles that have the following Region tags: "genital", "arms", "full body", "legs", "torso"
    • if you notice some body hair being recognized by the plugin...

Read the rest of this update entry...
 
I've been using this plugin since released—many thanks for this and all your other amazing work!—and every time I save a scene containing it am returned this error msg in the log:

!> Exception during Store of plugin#53_HairLetLoose.Script: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<string, HairLetLoose.ActiveHairSim>.get_Item (string) <0x001c5>
at HairLetLoose.HairSimHandler.GetSelectedControlUid () <0x0004c>
at HairLetLoose.Script.GetJSON (bool,bool,bool) <0x00061>
at (wrapper dynamic-method) Atom.DMD<Atom..Store> (Atom,SimpleJSON.JSONArray,bool,bool) <0x00c93>

It's of course a minor/trivial annoyance, and one which I've been meaning to report to for some time, but there you go.

In any event, many thanks again!
 
This is great, and thanks for sharing it freely. It works really well in many contexts that otherwise look rather janky.

I have noticed one small bug, though. If I disable this plugin, upon saving and reloading a scene, this plugin somehow re-enables itself automatically. In other words, disabling this plugin doesn't "stick" across scene save/load.
 
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