I use a new workflow to map some fur on my characters using vertex weights, i wonder how i could convert the hair (or fur here) particles to mesh, while keeping them deformed by the armature i use with my character?
Or if you know any other way to export the mesh with the hairs as mesh, and deformed by the rig?
On top, the hairs are not yet converted, they fit the deformation of the armature, on bottom, hairs are converted, they don't follow armature anymore.
I want the hairs to keep being deformed by the armature, like on top picture, even after the "Convert" button is pressed.