I have been learning about blender for a few weeks now and I am currently attempting to make my first character in Blender. I have come to the point where I am about satisfied with the model parts I created and for now I want to rig the character (with rigify) and then see if I can animate it. I have made an armature and a rigify rig for it. In order to connect the deform bones to my character model I read I have to parent the rig to my character. In order to do that it seems I should join all the objects that make up the character first and then parent the rig to it.
Before doing so, I applied modifiers such as mirror and solidify. I did not apply the hair particles, because if I do they become inflated. Then when I join all objects, some of them become messed up and the character looks weird. For example, all of the hair particles on the face and green coat collar are gone/deformed, the vest material scale is inflated, eyeballs red, hat ring material pattern deformed. Coat buttons and trousers are also changed. This can be seen in the images below.
To me it seems that it (partially?) may have to do with scale issues. I probably have not applied scale where it was needed (& need to learn about this). If I apply scale on my hair objects regardless of joining, the hairs become huge. On the other objects I can seem to succesfully apply scale without change. I have no parents active.
Does anybody have ideas on what causes the problem and how I can go about fixing it? I hope I did not mess up beyond repair. Please let me know if additional info is required.
Thanks in advance!





Ctrl+A>Scaleand when joining, make sure to select the object with the hair particles last, it should be highlighted light orange instead of dark orange. Or you could parent each object with automatic weights to the armature. – Yousuf Chaudhry Jul 06 '22 at 16:08Convert to Meshbutton on the modifier and then just remove the modifier. It should solve it. If it works, tell me, I'll convert it to an answer. – Yousuf Chaudhry Jul 07 '22 at 20:23