---
title: 3D Rigging - Headwear
slug: studio-guide-n/3d-rigging-headwear
docTags: 
createdAt: 2024-09-02T08:34:13.133Z
---

# STEP 1 : Preparing for rigging

Load the exclusive BaseBody for headwear with the downloaded [HEADWEAR\_guide](docId\:pLlr2xqd6_CGcfIqq4DnT)  . Load the modeled headwear as well.

- This file includes the mask (mask), joint (head), dummyFace, and dummyHair.


  ![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-MwZkUOGPKXE6A2g3TP55Z-20240904-102326.jpg)



:::hint{type="danger"}
**❗️ caution**

Headwear must be applied to different hair styles with varying degrees of volume, so it is important to pay attention when doing the modelling in Unity.
:::

Select the head joint and the headwear object in order and click Skin > Bind Skin to open the options window. In the options window, set the Bind to to Selected joints.



![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-bfxFeg70J63A2KGi6eKre-20240904-102326.jpg)

# STEP 2 : Figuring weights

Select the dummyFace and the headwear object in order and do Copy Skin Weights.


:::hint{type="success"}
**👍&#x20;**&#x49;f you do Copy Skin Weights from a dummyFace with previous weights applied to the headwear object, you can respond to facial deformation.
:::



![1440](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-q7dUAj4dO_h9ZK7WTNoRv-20240904-102326.jpg)

Move each joint one by one and edit the parts that collapse or have incorrect weights applied.

# STEP 3 : Finishing

Select the mask, head joint, and the headwear object. Then click Export Selection to save tem as a .fbx file.


![1440](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-Z9HTPv6U4ARmPdpr-HXq7-20240904-102326.jpg)

