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hair-groom

面向 Blender 的毛发梳理指导技能,覆盖曲线、粒子毛发与几何节点工作流,按游戏与影视目标给出制作流程、发卡数量建议、命名规范及必做/禁做约束,并附发卡图集、梳理分区、影视与游戏对比三份参考文档。

arjun988
热度 0.00
最近更新 2026-10-18 16:23:55
分类:创作依赖:MCP 服务应用场景:工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/hair-groom
Metadata
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