I'm trying to make a custom character with multiple hair styles that have their own set of bones for physics. Do i have to just make the character rig have all the possible hair bone and just change out the meshes? it seem like that would cause some performance problems and be a pain to edit and extend for more hair styles in the future, but i can't think of any other way.

    FreeStone Do i have to just make the character rig have all the possible hair bone and just change out the meshes?

    I would suggest making hairstyles completely replaceable, like clothes. Otherwise, it would indeed be difficult to add new ones.

      Tomcat how would i handle having separate bones for the different hair style? would i have to just rig all the hair on a single rig or is their a way to add new bones based on what meshes i have enabled?

        FreeStone would i have to just rig all the hair on a single rig or is their a way to add new bones based on what meshes i have enabled?

        Depending on what you're trying to accomplish.

        Hair animation is a very complex and non-trivial task. It is difficult to implement and has high hardware requirements. That's why it is usually implemented in A+ games and is almost never seen in indie games.

        Hair on rigs — impose strong limitations on the possibilities. For example, you can't make developing hair:

        If slightly different hairstyles are intended, a common rig can be made. A separate rig for each hairstyle is more work, but also more possibilities.

        I'm working on the character generator and my plans are to look into hair creation options. But I am extremely skeptical about this possibility, as even NVidia has already given up on hair development.