If you're skinning a face for animation you can weight the verts of the eyelashes start point to be the same as whatever they're supposed to be "stuck" to.
If I understood what you want to do correctly, then you can't weld that type of mesh together I fear. And even if you succeeded to (Think it might be possible in maya, older version of it at least) it's still wrong and will end up being split as you export etc.
For future reference, you can weld to your hearts content in Editable/Edit Mesh mode, but I "think" it's considered a bad habit and as Adam has said, it's fruitless if you're exporting.
You might at some point encounter a situation where you need floating geo to blend with the object seamlessly, so as to appear to be the same element, while not. In which case you'd adjust the vert normals so the detatched geo's normals matched the other objects vert normals... Christ, I definitely could have worded that simpler. It's late, sorry!
Not needed or even recommended for eye lashes though, so don't worry about it!
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If you're skinning a face for animation you can weight the verts of the eyelashes start point to be the same as whatever they're supposed to be "stuck" to.
So should go for GeeDave's method there
Polycount 4 the win!
You might at some point encounter a situation where you need floating geo to blend with the object seamlessly, so as to appear to be the same element, while not. In which case you'd adjust the vert normals so the detatched geo's normals matched the other objects vert normals... Christ, I definitely could have worded that simpler. It's late, sorry!
Not needed or even recommended for eye lashes though, so don't worry about it!