Hey all,
I’m trying to add a full hair groom (hair, beard, eyebrows) to my character.
I’ve done this before by just attaching the groom to the head in the object outliner, but now I want the groom to conform to the face as the character changes his expressions. I.e. when he raises his brow, the eyebrow groom lifts.
I found this old post that seems to address thisissue. Can you attach hair strands to blendshapes? - #10 by falconking1111
However, it looks like I need to create a binding asset for my groom, and when I go to create one and select my skeletal mesh, I get these errors.
LogHairStrands: Error: [Groom] Binding asset could not be built. The target skeletal mesh could be missing UVs.
LogHairStrands: Error: [Groom] Binding asset could not be built. Some strand roots are not close enough to the target mesh to be projected onto it.
LogHairStrands: Error: [Groom] The binding asset (testavatarhair_test_cover_avatar_Binding) couldn’t be built. This binding asset won’t be used.
Any idea what’s happening?
I imported my character straight from Character Creator 4, if that makes any difference.