Alright, good news - it's very easy to fix. I added some more instructions above yesterday, but all you need to do at this point is this:
- Copy the comments from the 'hair' layer to the comments of 'example_scalp'. It's usually the same for every mesh: ModelName: hair Opacity: -1 HasTangentArray: NumSkinWgts: 3 - Rename 'example_scalp' to 'hair'. - Delete the old hair layer, example_face and example_body. - Select the new scalp. - Assign it to the head, like so:
Don't forget to assign the bottom 5 vertices to the neck to prevent gaps for 50%, as described above.
You'll notice the textures are now slapped on the scalp in BS, which needs to be remapped (which I obviously forgot to mention in this part, meh). It's a pretty straightforward process: Go to the Materials tab, click on one of the buttons, select the texture for this hair, select the scalp only in the 'Groups' tab and hit 'Assign' in the Materials tab again. Then go to Window > Texture Coordinate Editor, select 'hair' from the drop-down menu and move things around. I tend to just try and replicate the original mapping, or move the scalp to an empty spot on the textures.
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- Copy the comments from the 'hair' layer to the comments of 'example_scalp'. It's usually the same for every mesh:
ModelName: hair
Opacity: -1
HasTangentArray:
NumSkinWgts: 3
- Rename 'example_scalp' to 'hair'.
- Delete the old hair layer, example_face and example_body.
- Select the new scalp.
- Assign it to the head, like so:
Don't forget to assign the bottom 5 vertices to the neck to prevent gaps for 50%, as described above.
You'll notice the textures are now slapped on the scalp in BS, which needs to be remapped (which I obviously forgot to mention in this part, meh). It's a pretty straightforward process: Go to the Materials tab, click on one of the buttons, select the texture for this hair, select the scalp only in the 'Groups' tab and hit 'Assign' in the Materials tab again. Then go to Window > Texture Coordinate Editor, select 'hair' from the drop-down menu and move things around. I tend to just try and replicate the original mapping, or move the scalp to an empty spot on the textures.