--- 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 |