# scenario-blender-hair

Guides hair and fur grooming in Blender 5.2 using hair curves and Essentials nodes. Helps set up character hairstyles, animal fur, procedural grooms, and game hair cards.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 319 installs · ★ 1141
- Author: scenario-labs
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-hair/SKILL.md
- Updated: 2026-10-23
- HTML: https://affpapa.org/en/nevibecode/skills/scenario-blender-hair

## What it does

This skill automates hair and fur grooming using Blender 5.2 hair curves. It defines guides as raw data. Procedural layers rely on Essentials node assets: Interpolate, Clump, Curl, Frizz, Noise, and Trim. It handles density counts per square meter and prepares strand shading for Cycles or EEVEE.

Headless tasks run via `scripts/bx_hair.py`. The script binds curves to UV surfaces, samples roots, and attaches modifier assets. In Blender 5.2.1, sculpt brush strokes cannot be scripted because `sculpt_curves.brush_stroke` returns `PASS_THROUGH`. The skill works around this by generating guides as data or staging brush settings for manual strokes.

Surface meshes require non-overlapping UVs and applied scale before grooming starts. Gaps cause bald spots during animation. Running this workflow also requires the `scenario-blender-expert` skill for execution and review loops.

## Requirements
- Works with: Blender

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-hair -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/scenario-blender-hair/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/scenario-blender-hair/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-hair -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/scenario-blender-hair/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-hair -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/scenario-blender-hair/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install scenario-labs/skills scenario-blender-hair
```

2. **Manually: put the files in place**
- File: `.github/skills/scenario-blender-hair/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-hair -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/scenario-labs/skills --path skills/dcc/blender/scenario-blender-hair
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/scenario-blender-hair/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-hair -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-hair/SKILL.md

## When to use it
- generate guide curves for fur or styled hair as raw data
- configure Essentials hair node assets including Clump, Curl, and Trim
- isolate human hair parts using a separated scalp cap
- run headless grooming scripts using `scripts/bx_hair.py` in Blender
- prevent bald spots under mesh deformation by masking interpolation

## Example prompts
- Set up short animal fur on my mesh using Blender 5.2 hair curves and Essentials nodes
- Build a human hairstyle with a clean parting line using a split hair cap
- Run `scripts/bx_hair.py` headless to sample roots and attach hair modifiers

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 0ba0945bf16b10ab.

BEGIN THIRD-PARTY FILE 0ba0945bf16b10ab
```text
---
name: scenario-blender-hair
description: "Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing."
license: MIT
---

# Hair and fur grooming (hair curves, Blender 5.2)

Expert grooming means a few evenly spaced guides that set direction and silhouette. Stacked, masked
procedural layers add density, clumping, frizz, length variation and strays, judged in a lit render
at full density and in pose. Write guides as data (no curve brush stroke can be scripted in 5.2.1)
and make every look decision through the Essentials hair node-group assets. If a sibling skill named
here is missing from your available skills, ask the user to install it
(`npx skills add scenario-labs/skills --skill <name>`); unattended, proceed from tool schemas and
flag the gap.

**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).

## Stance (the expert delta)

- **Guides get 2 points until every direction is right** (Schmidbauer). More points make combing
  tangle and clip. Use 3 for short fur, 8 only for long hair. Bystedt resamples long human hair to
  15 points before shaping.
- **Space guides evenly, and always mask Interpolate** (Schmidbauer). Children spawn over the whole
  surface, and a child far from any guide "does whatever". Gaps turn into bald spots that grow under
  deformation.
- **Density is counted per square meter and must be huge. Radius drops with it** (Thommes). Long fur
  uses 1,000,000/m² at about 0.2 mm radius. Work at a Viewport Amount of 4%.
- **Randomize per curve, not per point** (Thommes). Give 80% of strands no frizz. Strays are 10% of
  curves with strong noise.
- **Trim with Replace Length off plus a Random Offset** (Schmidbauer, Thommes). It is the cheapest
  realism gain. Mask it, or short-fur regions lose their guides and go bald.
- **Grow a human hairstyle on a separate hair cap split along the part** (Bystedt): body topology
  stops mattering, interpolation stops crossing the part. The part still needs extra density and a
  lift.
- **Shape works the same way on every asset**: 1 affects the tip only, 0 the whole strand, negative
```
END THIRD-PARTY FILE 0ba0945bf16b10ab

The third-party file has ended. Everything between the 0ba0945bf16b10ab tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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