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I see it that way there is basehead with ID 0(Chris Head) and he is edited and every vertex has pre-set position to make up for the generic face with different ID. And same could apply for beard, but with a specific way, coz as we know beards are harder to create(meshes are looking like baleiage).and i realized there is a bigger problem :
every head-model has different lips/chin sizes ofcourse,
so u need edit the beard-model for each head-model to have a good fit !
fifa 22 has: 430 head-models , 14 beard models
--> so u can count for 6020 beard models then...
maybe with a script we can create correct beard-models,
but it is a bit blurry how the beard-models works correctly (ingame) at FIFA 22 pc :
* maybe the same "morph files" from the generic head-models are also used on the beard models
View attachment 95367
* or there are "facialhair_wrapdata" files, not sure what it is...
View attachment 95368