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I have this character I am trying to rig. I created the rig, and did not apply automatic weight yet. I have his hair in a separate object, so I joined the character and his hair with Ctrl+J. I then added automatic weight to the armature, but some of his hair does not move with him.

How can I fix this? Ctrl+P Keep Offset gives a similar issue.

Here is the blender file:

(The normal blender upload site doesnt seem to be working... heres a Mediafire)

https://www.mediafire.com/?kab867zkkh6snb4

elemein
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  • After joining the hair with a body (Ctrl+J) assign the hair vertex group to the head bone with the weight value of 1.000. Please see these related answers: http://blender.stackexchange.com/questions/49388/how-to-get-disconnected-teeth-and-beard-to-move-with-rigged-face and http://blender.stackexchange.com/questions/8227/some-vertices-dont-move-along-with-the-rig – Paul Gonet Mar 29 '16 at 18:47
  • You may also use a simplier method. See my answer below. – Paul Gonet Mar 29 '16 at 19:16

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Select the hair, then a head bone and press Ctrl+P-->Set Parent to-->Bone. enter image description here

Paul Gonet
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  • Thanks! Quick question, is there a way to parent it to multiple objects? Like if he had a shirt, how do I make the shirt wrap around his arms and body without poking through a ton? :o – elemein Mar 29 '16 at 19:23
  • I guess parenting the cloth to the bone won't work. You'll have to copy to weights of the body to the shirt to follow the bone properly. If you'll have problems with it ask a separate question and I'll try to help :). – Paul Gonet Mar 29 '16 at 20:29