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Modding:Hair Mod Mesh Setup: Difference between revisions

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|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
|image=Modding_resources.webp
|image=Modding_resources.webp
}}{{NavModding}}
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Welcome to the mesh creation portion of making a hair mod. For the file setup portion, see [[Guide:Hair Mod File Setup]].<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div>So, you wanna make a hair mod for Baldur’s Gate 3. How do you do that, though? This guide will show you how.


===Essential Tools===
Welcome to the mesh creation portion of making a hair mod. For an overview of all the steps, see [[Modding:Creating Hair Mods]].
First off, get yourself these tools.


*[https://www.blender.org/download/lts/3-6/ Blender] (version 3.6 recommended)
<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div>So, you wanna make a mesh for a hair mod for Baldur’s Gate 3. How do you do that, though? This guide will show you how.
* [https://github.com/Norbyte/lslib Lslib] by Norbyte
*[https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Multi-Tool] by ShinyHobo
*[https://github.com/Norbyte/dos2de_collada_exporter Collada/GR2 import/export Blender plugin] by Norbyte


Because we’ll be using Blender to make the mesh for our hair mod, we recommend at least having a cursory knowledge of how to use Blender before attempting to follow this guide. If you don’t have that, we recommend [https://youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&si=GqdmSXxoU6_-RorW Blender Guru’s Donut tutorial series]. But any tutorial that teaches you the basics of how to move around, shape the mesh, create objects, etc, should be fine.
Because we’ll be using Blender to make the mesh for our hair mod, we recommend at least having a cursory knowledge of how to use Blender before attempting to follow this guide. If you don’t have that, we recommend [https://youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&si=GqdmSXxoU6_-RorW Blender Guru’s Donut tutorial series]. But any tutorial that teaches you the basics of how to move around, shape the mesh, create objects, etc, should be fine.
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Now comes the fun part—playing with the hair in Blender. Make it longer or shorter, remove some parts, add some parts. There’s a lot you can do even without making any custom hair parts from scratch, so get creative!
Now comes the fun part—playing with the hair in Blender. Make it longer or shorter, remove some parts, add some parts. There’s a lot you can do even without making any custom hair parts from scratch, so get creative!


====Mesh Editing FAQ====
=== Mesh Editing FAQ ===
Here are some common issues you might run into while editing the hair in Blender:
Here are some common issues you might run into while editing the hair in Blender:


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'''Can I adjust the UVs/the parts of the texture that my hair cards use?''' Yes! See [https://docs.google.com/document/d/1Kv9P01LZIXtP-U0KqOH7_P5lu9lyzJPbbUpYX2ASbMY/edit?usp=sharing this tutorial] for more details.
'''Can I adjust the UVs/the parts of the texture that my hair cards use?''' Yes! See [https://docs.google.com/document/d/1Kv9P01LZIXtP-U0KqOH7_P5lu9lyzJPbbUpYX2ASbMY/edit?usp=sharing this tutorial] for more details.
'''Can I add physics to my hair?''' Yes, as long as you use one of the vanilla physics skeletons/armatures (so a skeleton from a vanilla hair with physics), as we can't make custom skeletons for hairs at this time. You'll need to weight your hair to the armature so the hair will move with the skeleton. You'll also need the SkeletonResource of the vanilla hair you're using. Then plug the SkeletonResource into this line in your _merged.lsf.lsx file.<syntaxhighlight lang="xml">
<attribute id="SkeletonResource" type="FixedString" value="SKELETONRESOURCEHERE" />
</syntaxhighlight>To find the SkeletonResource of vanilla hairs, check out these pages. [[Modding:Hair Meshes]] and [https://docs.google.com/spreadsheets/d/16cQUxQ7FrGVmIPy5929qae4cCQls4ZWuBX_w08zvv5M/edit#gid=0 BG3 Hair Reference Spreadsheet].


'''None of the vanilla hairs seem to have the part I want. Can I make my own custom hair for BG3?''' Yes! WIP tutorial here: [[Modding:Creating Custom Hair with Hair Tool|Creating Custom Hair with Hair Tool]]
'''None of the vanilla hairs seem to have the part I want. Can I make my own custom hair for BG3?''' Yes! WIP tutorial here: [[Modding:Creating Custom Hair with Hair Tool|Creating Custom Hair with Hair Tool]]
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====Non-Autosnapping Weights====
====Non-Autosnapping Weights====
[[File:CrunchyHairExample.png|thumb|An example of hair "crunching" caused by autosnap not working well.]]
[[File:CrunchyHairExample.png|thumb|An example of hair "crunching" caused by autosnap not working well.]]
If your hair is crunching really badly with autosnap, you might want to re-weight it to be non-autosnap. How do you do that? It's fairly simple: wipe out all of the existing vertex groups on your hair. Create a new vertex group and name it Head_M (mind the capitalization). Assign your hair mesh to that vertex group. If your hair is shorter than the character's shoulders, you're done! If it's longer and you want it to move somewhat with the upper body, create another vertex group called Chest_M, and use the gradient tool in Weight Paint mode to weight from the bottom up. Test in game and adjust as necessary. Those two vertex groups are probably all you need for non-autosnapping. Make sure when you're setting up the files later that you turn off autosnapping in there, too, otherwise your hair won't behave properly. Remember that turning off autosnap means you have to manually refit the hair for every body type that you want it to be available for... which is a pain.
If your hair is crunching really badly with autosnap, you might want to re-weight it to be non-autosnap. How do you do that? It's fairly simple: wipe out all of the existing vertex groups on your hair. Create a new vertex group and name it Head_M (mind the capitalization). Select all in edit mode and assign your hair mesh to that vertex group. If your hair is shorter than the character's shoulders, you're done! If it's longer and you want it to move somewhat with the upper body, create another vertex group called Chest_M, and use the gradient tool in Weight Paint mode to weight from the bottom up. Test in game and adjust as necessary. Those two vertex groups are probably all you need for non-autosnapping. Make sure when you're setting up the files later that you turn off autosnapping in there, too, otherwise your hair won't behave properly. Remember that turning off autosnap means you have to manually refit the hair for every body type that you want it to be available for... which is a pain.


===Exporting the Mesh===
===Exporting the Mesh===
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Done with editing the mesh in Blender? Follow [[Guide:Hair Mod File Setup|this tutorial]] to set up the files for inclusion into the game!
Done with editing the mesh in Blender? Follow [[Guide:Hair Mod File Setup|this tutorial]] to set up the files for inclusion into the game!
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