hair-groom

hair-groom is a skill for Claude Code from arjun988/blender-skills. It costs 39 tokens per session (678 once invoked), scanned A, original, MIT.

A Blender workflow for creating hair and fur with curves, particle hair, geometry nodes, or flat hair-card meshes. Hair cards are textured planes commonly used to make hair run efficiently in games.

In plain words
What is it for?
It is for making character hair, beards, eyebrows, and creature fur, as well as generating game-ready hair cards and cinematic curve or particle grooms.
Why use it?
It helps choose an appropriate hair method for cinematic rendering, real-time games, or both. It also guides hair flow, clumping, scalp coverage, silhouette, and level-of-detail choices.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit It is for making character hair, beards, eyebrows, and creature fur, as well as generating game-ready hair cards and cinematic curve or particle grooms.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/hair-groom
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add arjun988/blender-skills --skill hair-groom
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for hair-groom

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/hair-groom/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/hair-groom)
Your own site
<a href="https://agentmods.dev/skills/arjun988/blender-skills/hair-groom"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/hair-groom/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for hair-groom

Your own site · 80×15
<a href="https://agentmods.dev/skills/arjun988/blender-skills/hair-groom"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/hair-groom.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 678 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00039 $0.00678
Opus 5 $0.00019 $0.00339
Sonnet 5 $0.00008 $0.00136
Haiku 4.5 $0.00004 $0.00068

Measured 13d ago against content hash e812c1c8a205, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

hair-groom scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/hair-groom/SKILL.md · 92 lines

How it starts

The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 92 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 92 lines · 39 tokens per session scan A e812c1c8a205

Subscribe to this mod's changes

hair-groom is a skill published in the GitHub repository arjun988/blender-skills (185 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 678 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.