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Question by ArcaneTheWoof · Jul 02, 2015 at 07:49 AM · animationcharacterriggingavatarmodeling

How should I go about anchoring a hat to a character's head?

So I want to have a character with interchangeable hats. Each character can have a different head, so modeling every single head/hat combo becomes oppressive for the artistic workflow. Seems like the best option is to have a separate hat mesh and anchor it to the character's head.

I've tried a few things but they all cause odd behavior (one method I tried wound up with the hat covering up the character's groin in a rather hilarious fashion). So any advice on getting this hat stuck on the character's head? Does this require a rigging solution or is there something I can do in Unity itself to get the hat where it's supposed to be?

I'm using Blender for modeling, if that makes a difference. Thanks! :D

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avatar image KdRWaylander · Jul 02, 2015 at 08:21 AM 0
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Hi,

Can you know the height/vertical length of the head ?

avatar image ArcaneTheWoof · Jul 02, 2015 at 02:57 PM 0
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Yes, the heads are all based on the same base mesh, so the same hat fits on every head.

avatar image meat5000 ♦ · Jul 02, 2015 at 07:02 PM 1
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You could just stick it on the head bone as a child. If you expose it to a script on the transform root itll be easier to locate and manage.

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Answer by Hellium · Jul 02, 2015 at 07:52 AM

A simple way to do this is to define a child object of your heads called "HatAnchor". This point may not be in the same position for all your head since they may not be the same shape.

Then, set the parent of your hat as the HatAnchor, and the local position of your hat at Vector3.zero. Don't forget to place the origin point of your hat correctly in Blender (Maybe not in the center of the geometry)

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