$npx -y skills add arjun988/blender-skills --skill hair-groomHair 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.
| 1 | # Hair Groom |
| 2 | |
| 3 | Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Character scalp hair, beards, brows |
| 8 | - Creature fur / mane / whiskers |
| 9 | - Game hair-card generation and placement |
| 10 | - Cinematic curve/particle grooms |
| 11 | |
| 12 | ## Path Decision |
| 13 | |
| 14 | ``` |
| 15 | Target = Game / real-time → Hair cards (+ optional proxy curves) |
| 16 | Target = Cinematic → Curves or particle hair + materials |
| 17 | Target = Both → High groom → bake cards / textures |
| 18 | ``` |
| 19 | |
| 20 | ## Workflow (Game Cards) |
| 21 | |
| 22 | ``` |
| 23 | Scalp mesh → Guide curves → Card strips along flow |
| 24 | → Atlas UVs → Alpha/normal hair texture → LOD cards → Export |
| 25 | ``` |
| 26 | |
| 27 | ## Workflow (Cinematic) |
| 28 | |
| 29 | ``` |
| 30 | Scalp → Particle/curve groom → Clump/frizz/noise |
| 31 | → Hair shader (melanin/roughness) → Render test → Cache if needed |
| 32 | ``` |
| 33 | |
| 34 | ## Groom Principles |
| 35 | |
| 36 | 1. **Flow first** — Primary direction before flyaways |
| 37 | 2. **Density hierarchy** — Dense roots, controlled tips |
| 38 | 3. **Clumps** — Hair reads as groups, not spaghetti |
| 39 | 4. **Silhouette** — Outer shape more important than strand count |
| 40 | 5. **Scalp bleed** — Avoid bald patches at hairline |
| 41 | |
| 42 | ## Card Guidelines |
| 43 | |
| 44 | | LOD | Cards (guide) | Notes | |
| 45 | |-----|---------------|-------| |
| 46 | | Hero close-up | 80–200 | Layered shells | |
| 47 | | Standard | 30–80 | Main masses | |
| 48 | | Distant | 8–20 | Cap + few strips | |
| 49 | |
| 50 | - Name: `SM_HairCard_[Region]` |
| 51 | - Atlas: `T_Hair_[Name]_RGBA` (alpha in A) |
| 52 | - Prefer opacity clip or hashed for Eevee preview |
| 53 | |
| 54 | ## Naming |
| 55 | |
| 56 | - Guides: `CRV_HairGuide_[Region]` |
| 57 | - Cards: `SM_HairCard_[Region]` |
| 58 | - Collection: `COL_Hair_[Character]` |
| 59 | |
| 60 | ## Constraints |
| 61 | |
| 62 | ### MUST DO |
| 63 | - Establish hairline and parting early |
| 64 | - Match card UVs to atlas layout |
| 65 | - Test silhouette from game camera angles |
| 66 | |
| 67 | ### MUST NOT DO |
| 68 | - Uniform card width everywhere |
| 69 | - Skip root density near scalp |
| 70 | - Over-detail flyaways before primary masses |
| 71 | |
| 72 | ## Reference Guide |
| 73 | |
| 74 | | Topic | Reference | Load When | |
| 75 | |-------|-----------|----------| |
| 76 | | Hair Card Atlas | `references/hair-card-atlas.md` | When needed | |
| 77 | | Groom Flow Regions | `references/groom-flow-regions.md` | When needed | |
| 78 | | Cinematic Vs Game | `references/cinematic-vs-game.md` | When needed | |