
Hair Groom
Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game...
Install
npx skills add arjun988/blender-skills --skill hair-groom -g -a claude-code -y- Repository
- arjun988/blender-skills1.6k
- Category
- AI and agents
- Updated
- 4mo ago
- License
- MIT
- Context cost
- Lightabout 525 tokens
- Runs scripts
- No, instructions only
What it does
Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.
Hair Groom
Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic.
When to Use
- Character scalp hair, beards, brows
- Creature fur / mane / whiskers
- Game hair-card generation and placement
- Cinematic curve/particle grooms
Path Decision
Target = Game / real-time → Hair cards (+ optional proxy curves)
Target = Cinematic → Curves or particle hair + materials
Target = Both → High groom → bake cards / textures
Workflow (Game Cards)
Scalp mesh → Guide curves → Card strips along flow
→ Atlas UVs → Alpha/normal hair texture → LOD cards → Export
Workflow (Cinematic)
Scalp → Particle/curve groom → Clump/frizz/noise
→ Hair shader (melanin/roughness) → Render test → Cache if needed
Groom Principles
- Flow first, Primary direction before flyaways
- Density hierarchy, Dense roots, controlled tips
- Clumps, Hair reads as groups, not spaghetti
- Silhouette, Outer shape more important than strand count
- Scalp bleed, Avoid bald patches at hairline
Card Guidelines
| LOD | Cards (guide) | Notes |
|---|---|---|
| Hero close-up | 80, 200 | Layered shells |
| Standard | 30, 80 | Main masses |
| Distant | 8, 20 | Cap + few strips |
- Name:
SM_HairCard_[Region] - Atlas:
T_Hair_[Name]_RGBA(alpha in A) - Prefer opacity clip or hashed for Eevee preview
Naming
- Guides:
CRV_HairGuide_[Region] - Cards:
SM_HairCard_[Region] - Collection:
COL_Hair_[Character]
Constraints
MUST DO
- Establish hairline and parting early
- Match card UVs to atlas layout
- Test silhouette from game camera angles
MUST NOT DO
- Uniform card width everywhere
- Skip root density near scalp
- Over-detail flyaways before primary masses

