Hi cbreann. Next time please post pictures of the problem(s) to imgur, also as you say that you have problems in the game, take ingame pictures of the problem. Check this tutorial for get some understanding how EA's hair built. You need to uv map your mesh in correct way in correct spot, then create uv_1 to make it work with head sliders, transfer weights (in case of this mesh I think it will be super easy, but right now it's not assigned to any bone, that's why it floats in the game). You will need vertex paint your mesh, so corresponding parts will move with face or head sliders. Everything is mentioned in tutorial I linked. First of all extract any similar style EA mesh and check bone assignment and vertex paint.
There is a chance that your mesh can be assigned only to one bone, then it's going to be super easy. Otherwise, if you'd have a mesh with long hair, you would have to combine 3 cuts, transfer weights and separate them back.
Post by inabadromance on May 17, 2017 19:43:47 GMT -5
hi! Welcome to the forums! There's many things that you have to fix in your blend to see hair working properly.
- If the original mesh has 3 groups (with their respective cut numbers) then your mesh MUST have the same amount. In your blend you have the original groups and your groups all sharing the same cut numbers. Delete all EA's original groups. Here's a simple guide on the basics of importing meshes properly. (It is for accessories, but the steps are all the same, except the vertex paint. You don't need to do this for short hairs) - Your hair is not mapped correctly. The UV should be where the hair texture is. You can compare how it is by looking how it is in the original mesh. (Tutorial on how to edit UV maps) - You have to weight your mesh.
---------------------<3 Please don't contact me via DM or elsewhere asking for assistance on matters that are being discussed on threads. It's better to keep the conversation in public so others can read and learn too. thanks!
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