Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/arjun988/blender-skills --skill hair-groomAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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 / texturesWorkflow (Game Cards)
Scalp mesh → Guide curves → Card strips along flow
→ Atlas UVs → Alpha/normal hair texture → LOD cards → ExportWorkflow (Cinematic)
Scalp → Particle/curve groom → Clump/frizz/noise
→ Hair shader (melanin/roughness) → Render test → Cache if neededGroom 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
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 |


