Hi–I’m trying to add instanced, game-exportable hair billboards to an animated mesh after the animation is done. I can make the billboards, but when I “apply” them, they snap back to the original position of the animated mesh and aren’t animated with it.
The problem is that the animation was done by a friend using Rigify. There is no neutral pose to go back to or work in. I can go into Edit mode and the mesh reverts to its original shape, but if I merge the hair billboards to the mesh, it wipes the vertex groups and renumbers the vertexes.
I’ve tried a few solutions–making the hair billboards (made using Geonodes) into a separate mesh and trying to hand-paint the appropriate weights, using Weight Transfer to apply the weights to the hair (which didn’t work), and a couple of other even more hare-brained ideas. The geonodes hair goes along with the mesh animation wonderfully when it’s animating, but it’s impossible to export to a game engine successfully.
Would it be possible to link the hair to the original rig and run Rigify, then rename the weight maps and delete the new rig and link the hair billboards to the original rig? It’s baroque, but it’s the best I’ve got right now unless someone has some brilliant suggestions.
Thanks in advance!