Note: The below method demonstrates how to change a Hair model from using the Hair material into using the Trans(parent) material. It can be used to alter it to any of the other materials available in the kumquat class. hkobject attribute name will obviously differ from file to file.
You'll need havok content tools 7.1 32-bit. No other version will work.
First, open up Havok Preview Tool and drag the hair model you want to use into it. The hair models are linked in the CoreClothes.xml file and look like this
<GameItemType InternalName="Arielle_Head">
<DisplayName>Arielle Hair</DisplayName>
<Type>Head</Type>
<Subtype>Hair</Subtype>
<CanBeEquipped>1</CanBeEquipped>
<ArtDef>Arielle_Head_ArtDef</ArtDef>
<GameItemTypeArtDef InternalName="Arielle_Head_ArtDef">
<GameItemTypeModelPack InternalName="Arielle_Head_Default">
<IconFile>ArielleHair.png</IconFile>
<SupportedUnitModelType>AmarianFemale</SupportedUnitModelType>
<SupportedUnitModelType>EmpireFemale</SupportedUnitModelType>
<SupportedUnitModelType>FallenFemale</SupportedUnitModelType>
<SupportedUnitModelType>IroneerFemale</SupportedUnitModelType>
<SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
<SupportedUnitModelType>MancerFemale</SupportedUnitModelType>
<SupportedUnitModelType>TarthanFemale</SupportedUnitModelType>
<SupportedUnitModelType>UrxenFemale</SupportedUnitModelType>
<SupportedUnitModelType>WraithFemale</SupportedUnitModelType>
<GameItemTypeModel>
<ModelFile>Gfx\HKB\Hair\K_Female_Hair_Royal_Mesh_01.hkb</ModelFile>
<AttachmentType>Skinned</AttachmentType>
<Texture_Hair>Gfx\HKB\Hair\K_Female_Hair_Texture_02.png</Texture_Hair>
</GameItemTypeModel>
</GameItemTypeModelPack>
</GameItemTypeArtDef>
</GameItemType>
Next, in Havok Preview Tool, click File->Save and select Format: XML (Cross Platform Text). Click Browse button and then in the next screen select "Save as type" -> XML Files. Give a filename (whatever). Click Save. Click OK. Close Havok Preview Tool.
Now you have converted the model into Havok XML. Now go into Explorer and open up the file you just saved.
Search for the "kumquat" text inside the file. There may be multiple occurrences. What you are looking for is what looks something like this
<hkobject name="#0154" class="hkxEnum" signature="0xc4e1211">
<!-- memSizeAndFlags SERIALIZE_IGNORED -->
<!-- referenceCount SERIALIZE_IGNORED -->
<hkparam name="items" numelements="14">
<hkobject>
<hkparam name="value">0</hkparam>
<hkparam name="name">Skin</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">1</hkparam>
<hkparam name="name">Hair</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">2</hkparam>
<hkparam name="name">Clothing1</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">3</hkparam>
<hkparam name="name">Clothing2</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">4</hkparam>
<hkparam name="name">Metal</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">5</hkparam>
<hkparam name="name">Trans</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">6</hkparam>
<hkparam name="name">Primary</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">7</hkparam>
<hkparam name="name">Secondary</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">8</hkparam>
<hkparam name="name">Roof</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">9</hkparam>
<hkparam name="name">TerrainBlend</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">10</hkparam>
<hkparam name="name">TerrainOnly</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">11</hkparam>
<hkparam name="name">SCROLLTRANSMASK</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">12</hkparam>
<hkparam name="name">Eyes</hkparam>
</hkobject>
<hkobject>
<hkparam name="value">13</hkparam>
<hkparam name="name">Crest</hkparam>
</hkobject>
</hkparam>
</hkobject>
<hkobject name="#0155" class="hkxSparselyAnimatedEnum" signature="0x68a47b64">
<!-- memSizeAndFlags SERIALIZE_IGNORED -->
<!-- referenceCount SERIALIZE_IGNORED -->
<hkparam name="ints" numelements="1">
1
</hkparam>
<hkparam name="times" numelements="1">
0.000000
</hkparam>
<hkparam name="enum">#0154</hkparam>
</hkobject>
<hkobject name="#0156" class="hkxMaterial" signature="0x2a30cda">
<!-- memSizeAndFlags SERIALIZE_IGNORED -->
<!-- referenceCount SERIALIZE_IGNORED -->
<hkparam name="attributeGroups" numelements="1">
<hkobject>
<hkparam name="name">Kumquat3DSetings</hkparam>
<hkparam name="attributes" numelements="1">
<hkobject>
<hkparam name="name">Kumquat3DMaterialID</hkparam>
<hkparam name="value">#0155</hkparam>
</hkobject>
</hkparam>
</hkobject>
</hkparam>
<hkparam name="name">paradin:lambert29SG</hkparam>
<hkparam name="stages" numelements="1">
<hkobject>
<hkparam name="texture">#0149</hkparam>
<hkparam name="usageHint">TEX_DIFFUSE</hkparam>
<hkparam name="tcoordChannel">0</hkparam>
</hkobject>
</hkparam>
<hkparam name="diffuseColor">(1.000000 1.000000 1.000000 1.000000)</hkparam>
<hkparam name="ambientColor">(0.000000 0.000000 0.000000 1.000000)</hkparam>
<hkparam name="specularColor">(0.000000 0.000000 0.000000 0.000000)</hkparam>
<hkparam name="emissiveColor">(0.000000 0.000000 0.000000 1.000000)</hkparam>
<hkparam name="subMaterials" numelements="0"></hkparam>
<hkparam name="extraData">null</hkparam>
</hkobject>
in the above XML, change
<hkobject name="#0155" class="hkxSparselyAnimatedEnum" signature="0x68a47b64">
<!-- memSizeAndFlags SERIALIZE_IGNORED -->
<!-- referenceCount SERIALIZE_IGNORED -->
<hkparam name="ints" numelements="1">
1
</hkparam>
<hkparam name="times" numelements="1">
0.000000
</hkparam>
<hkparam name="enum">#0154</hkparam>
</hkobject>
into
<hkobject name="#0155" class="hkxSparselyAnimatedEnum" signature="0x68a47b64">
<!-- memSizeAndFlags SERIALIZE_IGNORED -->
<!-- referenceCount SERIALIZE_IGNORED -->
<hkparam name="ints" numelements="1">
5
</hkparam>
<hkparam name="times" numelements="1">
0.000000
</hkparam>
<hkparam name="enum">#0154</hkparam>
</hkobject>
if the number was already 5 (or anything else) you are at the wrong material. Search for another kumquat material entry like above until you find the right one. The number corresponds to the material entry in the XML above it - 5 = trans. 1 = Hair.
When you have changed the right number, save the XML file and close it.
Open Havok Preview Tool and drag your .xml file into it. Go to File->Save and select Format: Win32:MSVC (4101). Then click Browse and select "save as type" "binary HKX files". Enter a filename that is something like YourNewHair.HKB. Click Save. In the pop-up make sure that .HKX was not appended to your Filename. If it was, remove it. Your file should be named YourNewHair.HKB, nothing else. Click OK.
Now you have converted your file back from Havok XML into the format the game uses. Hook up your new 3d model as you normally would in the XML but note the differences below (bolded)
<GameItemType InternalName="NewHairStyle">
<DisplayName>Arielle Hair</DisplayName>
<Type>Head</Type>
<Subtype>Hair</Subtype>
<CanBeEquipped>1</CanBeEquipped>
<ArtDef>NewHairStyle</ArtDef>
<GameItemTypeArtDef InternalName="NewHairStyle">
<GameItemTypeModelPack InternalName="NewHairStyle">
<IconFile>ArielleHair.png</IconFile>
<SupportedUnitModelType>ShadowMale</SupportedUnitModelType>
<SupportedUnitModelType>ShadowFemale</SupportedUnitModelType>
<GameItemTypeModel>
<ModelFile>YourNewHair.hkb</ModelFile>
<AttachmentType>Skinned</AttachmentType>
<Texture_Trans>Gfx\HKB\Hair\K_Female_Hair_Texture_02.png</Texture_Trans>
</GameItemTypeModel>
</GameItemTypeModelPack>
</GameItemTypeArtDef>
</GameItemType>
Now your hair should appear in-game, transparent instead of using the hair material.