by Shuajota on Mon Jan 09, 2023 2:57 am
I know it works in a different way in 2K23. Rename hair_rows to hair_01 and use these values in the scne file: "hair_01" to replace the previous ones:
{
"hair_01": {
"EndTime": 2.0,
"Material": {
"hair_shader":
},
"Model": {
"hihead": {
"LodSize": 200.0,
"Radius": 14.7022657,
"Center": [ 0.265270591, 69.3564529, 1.76848173 ],
"Min": [ -9.96164513, 57.4664154, -7.37730551 ],
"Max": [ 9.61254025, 82.8689117, 12.3565693 ],
"VertexWeights": 4,
"MaxBlendIndex": 106,
"Prim": {
"hair_shader": {
"Mesh": "hair_01Shape",
"Type": "TRIANGLE_LIST",
"Count": 32976
}
and these for facial hair beard to "facialhair_01" :
"facialHair_01": {
"EndTime": 2.0,
"Material": {
"facialHair_shader":
},
"Model": {
"hihead": {
"LodSize": 200.0,
"Radius": 10.6196012,
"Center": [ 0.111406296, 62.4259338, 8.57646847 ],
"Min": [ -7.99926615, 52.6865997, 5.02394676 ],
"Max": [ 8.0696497, 69.3366547, 15.5905581 ],
"MaxBlendIndex": 8,
"Prim": {
"facialHair_shader": {
"Mesh": "facialHair_01Shape",
"Type": "TRIANGLE_LIST",
"Count": 14238
}