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.
npx skills add arjun988/blender-skills --skill hair-groomgit clone --depth 1 https://github.com/arjun988/blender-skillsWrote 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.
[](https://agentmods.dev/skills/arjun988/blender-skills/hair-groom)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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
- 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 |
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.
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.
- 13d ago First seen · 92 lines · 39 tokens per session scan A e812c1c8a205
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.
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