Convert hair particles to mesh, while keeping them deformed by armature 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.
The new mesh needs to parented to the Armature. After you have pushed the 'convert' button - select your new mesh in Object Mode and shift select your armature. Ctrl P and choose Armature...

...select your bones in Pose Mode. Select your new 'hair' mesh and enter Weight Paint mode. You should see your bones are selected here too. Under weights click Assign automatic from bones. If need be, weight paint to adjust the effect.