QUOTE(steve392 @ Feb 11 2010, 02:14 PM)

This is the settings I used ,but I think maybe I done it a bit differant in that I baked particles and save the cho then imported that and done the sim,spring systems,I will see if I can dl v15e tommorow and try that
not sure if I can or not ,can I go back to e now Im on i. Allso would I have to do the baking again even if I didn't change any hair settings or do you have to do it every time you render.Thank's Nancy
I think? you can also install 15e on your computer - don't know about subscription dates and logistics etc - I have the CD and have both installed. Install in separate directories (as I believe compilation of plug-ins changed after 15f).
But before trying in 15e - Try in 15i to simulate spring systems first. (probably not the culprit as that looks good). Other thing would be to turn off collision detection for hair to see if that is what is causing twitch (I have never used that)
If the baking of the hair is correct - you would not need to re-bake - I believe a file is created (external to the project), with pointers, indices to the .par file. These pointers are contained in the chor, under the model who has hair. So unless you delete the file (.par extension?) or delete the pointers in the chor - no need, in theory to redo if you are happy. Notice I said "in theory".
Similarly if the dynamic constraint bones look good - wouldn't need to re-simulate - so my guess is perhaps collision detection is culprit?
EDIT: - one other thing - do you have face camera for hair emitter = 0 - I think? I find that works better to stop twitch - not sure
EDIT2: another thing: try putting angle limit back to 180 - and trying with or without collision
EDIT3: try increasing drag to 20%
EDIT4: try increasing or decreasing collision radius? try No bounce? no friction?
EDIT5: try rendering with multipass OFF versus with multipass ON and see if there is a difference
EDIT6: I have not yet been able to detect a difference between 15i and 15e with some simple tests that I have tried..so...I dunno...AND I have NOT been baking the hair (being computed on the fly) - just simulated springs and rendering with both MP and No MP - but haven't tried collision detection