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Separate Accessories

This page explains how to separate the hairpin part from the hair mesh.

  1. Create nested empty Game Objects under the avatar root.
    This Game Object will later become a bone, so place it accordingly.

Create Game Object

  1. Add the MA Bone Proxy component.

Add MA Bone Proxy

  1. Set the Target to the Head bone, and set the Attachment mode to As child; keep position and rotation so that it moves under the Head bone while preserving its transform.

Configure MA Bone Proxy

  1. Add two Bone Weight Modifier components.
    The first is used to remove the existing bone weights, and the second is used to assign new ones.

Add Bone Weight Modifiers

  1. Set the first Bone to the bone with existing weights, and set the second Bone to this Game Object.
    Also, set the both Renderer to the hair mesh's Skinned Mesh Renderer.

Configure Bone Weight Modifiers

  1. Press the + button to add the Mask weights.

Add Mask Weights

  1. Set the both Mask Texture to the texture with only the hairpin area painted white.
    Also, set the first Weight to 0 and the second Weight to 1.

Configure Mask Weights

  1. Enter Play Mode to confirm that the hairpin part has been separated from the hair mesh.