This question probably mostly connected to 3dsmax neither to Unity, but it’s really confusing about realisation of my task.
I have a character model created from different “editable poly” objects (such as naked body, hair, eyes, top wear, bottom wear, boots etc). If i try to rig and skin all of this in 3dsmax, i have to attach it to one single mesh (editable poly) and provide animations. But after that, in Unity this model is recognized as a one single mesh with animations and i have no possibilities to apply Cloth Component only to hair mesh for example, so its moving with animations but i cant simulate it’s hair physics (this would be incorrect to apply Cloth to whole character…)
I will be very thankful for any tip you can give me about my problem and sorry for my bad English knowledge.
Thank you for your attention!