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/hair-groom

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.

From plugin
blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill hair-groom --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/hair-groom

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

hair-groom.SKILL.md
name: hair-groom
description: 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.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: hair, groom, fur, hair cards, particle hair, curves hair, scalp, bangs, beard, whiskers
  related-skills: character-artist, creature-artist, materials, texture-workflow, rendering

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

1. **Flow first** — Primary direction before flyaways 2. **Density hierarchy** — Dense roots, controlled tips 3. **Clumps** — Hair reads as groups, not spaghetti 4. **Silhouette** — Outer shape more important than strand count 5. **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

Reference Guide

| Topic | Reference | Load When | |-------|-----------|----------| | Hair Card Atlas | `references/hair-card-atlas.md` | When needed | | Groom Flow Regions | `references/groom-flow-regions.md` | When needed | | Cinematic Vs Game | `references/cinematic-vs-game.md` | When needed |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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Language
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License
2mo ago
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2mo ago
Created

Repo: arjun988/blender-skills

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