executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
scenario-blender-hairUse 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…
Independent GitHub snapshot · Automated classification · Original documentation governs
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).
| Input | Changes | Default when the brief is silent |
|---|---|---|
| Target | Cycles strands vs EEVEE or game cards | Cycles strands (Principled Hair BSDF) |
| Subject | human hairstyle (hair cap, part) vs animal fur (body mesh, landmarks) | follow the reference |
| Length class | points per guide, clump and curl layers | short fur: 3 points, long: 8, long human: 15 |
| Deformation | animated means Hair Dynamics (Animation) stays last, and you check in pose | animated |
| Budget | render curves, card triangles | say the number: evaluated curves at full density |
| Reference | same subspecies, season, ideally the same individual (Schmidbauer) | ask for it; draw landmarks and flow first |
Finish topology and non-overlapping UVs before grooming (hair binds to UV space) and apply scale: density counts the mesh's local area (verified).
| Task | Headless | Live session |
|---|---|---|
| Curves object, surface binding, guides as data, snap, subdivide or resample, asset modifiers, inputs, masks, counts, renders, cards | yes (scripts/bx_hair.py) | yes, same code in Object Mode |
Enter Sculpt Curves, activate the 11 curve brushes, set brush settings, sculpt_curves.select_random | n/a | yes (bx_gui.activate_brush("SCULPT_CURVES", "Comb")) |
| Comb, Add, Density, Grow/Shrink, Pull Tips strokes | no | no. sculpt_curves.brush_stroke has no exec, so bx_gui.stroke("SCULPT_CURVES", ...) returns PASS_THROUGH and changes nothing. Set the brush up and ask the user to stroke, or use the substitutes below. |
H.uv_report(surface): stacked UVs make curves ignore the rig, UDIMs are fine, an unmerged mirror seam needs UV Merge by Distance (Schmidbauer). Humans: a hair cap split into islands along the part. Animals: separate the mouth interior. Masks: vertex groups (fast) or textures (detail on low-poly meshes). GATE: overlap_faces == 0, scale applied, one mask per region.hair = H.new_groom(surface), P, N = H.sample_roots(surface, spacing, mask=...), H.add_guides(hair, P, N, length, points=2, flow=..., flow_blend=...) (snaps, writes surface_uv_coordinate). Later: H.subdivide_guides or H.resample_guides(hair, 15). Brush substitutes: a direction field for Comb, droop for gravity, delete and re-add guides for Density and Add; Bystedt's "grow long, comb, shrink back" is long guides plus Trim. GATE: in H.groom_report, roots_off_surface and spacing_gaps_2x are 0 and length_outliers is 0. A guides-only render shows every direction right.H.count(hair) (full density) is within budget, root_area_fraction is well under 0.5, and a render shows no bald spots.show_viewport and rendering.
H.FUR_STACK_LONG, applied with H.build_stack): Noise, Curl, strays, Frizz with negative shape, Clump, Clump 2, final Frizz (Cumulative off), Trim, Rotate.H.random_curve_mask(hair, "frizz_mask", 0.8) then input "attr:frizz_mask"; root-to-tip ramps: H.along_curve_attr.
GATE: each layer earns its place in an A/B render.H.distance_weights(cap, "part_lift", "part", radius, "bump") feeds Displace Hair Curves (Surface Normal on, small distance, Shape near 0, Factor attr:part_lift). GATE: in a top view there is no scalp gap at the part and the crown is not flat.H.hair_material(name, "CYCLES", melanin=(root, tip)) or "EEVEE" with explicit colors, then H.setup_render(scene, engine, close_up). GATE: H.review([surface, hair], out, engine) passes references/critique.md.H.add_cards(hair, width, material=H.card_material(...)), then convert a copy with object.convert(target='MESH') and export glTF. Put a textured hair cap under the cards. GATE: triangles within budget, UVs in the half tile for cards, roots on the scalp.| Item | Value | Relative to, source |
|---|---|---|
| Guide points | 2 while placing, 3 short fur, 8 long hair | Schmidbauer [00:20:24], [00:21:34] |
| Long human hair | resample to 15 points | Bystedt [00:08:38] |
| Add brush length | about 0.01 m for fur (default 0.3 m) | Schmidbauer [00:17:59] |
| Density, human layer | 5,000 per m² per clump population | Bystedt [00:17:28] |
| Density, long fur | 1,000,000/m², radius 0.2 mm, viewport 4% | Thommes [00:09:02], [00:16:44] |
| Density map | part 1.0, base 0.5, bald 0; ramp black stop just above 0.5 | Bystedt [00:22:04], [00:23:46] |
| Wide clumps | Shape about 0.3, reduced Factor, groomed guides | Bystedt [00:19:47] |
| Curl | Radius 2 cm, Curl Start 1, Random Offset 0.5, Guide Distance 1 cm, Guide Mask 0.2 | Thommes [00:12:04], [00:14:18] |
| Sub-clumps | Guide Distance 1 mm, Mask 0.1; layer 2: 4 mm, 0.25, Clump Offset 5 mm | Thommes [00:16:12], [00:31:01] |
| Frizz | 2 mm, negative Shape; final: -0.2, Cumulative off, on 20% of curves | Thommes [00:15:04], [00:32:08], [00:26:03] |
| Strays | 10% of curves, Noise distance 5 mm | Thommes [00:30:28] |
| Trim, Rotate | Replace Length off, Random Offset 5 mm; Rotate random 5° | Thommes [00:22:20] |
| Card subdivision | 1 per 20 cm of card length | Bystedt g_ZIOafq4QU [00:05:08] |
| Card and tube profile | arc: 1 segment flat, 3 preferred; tube: flat spiral, resolution 6, 1 turn, height 0 | Matsumoto [00:19:54], [00:22:40] |
| Card UV width | cards use half the tile of tubes | Matsumoto [00:31:27] |
| Coverage sanity | density × π × radius²: 0.13 for Thommes' fur | [added] check |
In code:
import sys; sys.path.append("<skills>/scenario-blender-hair/scripts"); import bx_hair as H
print(H.uv_report(surface)) # overlap_faces == 0
rep = H.groom_report(hair); print(H.verdict(rep)) # [] or a list of fixes
print(H.count(hair)) # full-density curves and points vs budget
print(H.card_stats(hair)) # cards: tris, UV range
groom_report checks attachment UVs, roots on the surface, spacing gaps, length dents (over 50% off neighbors), Hair Dynamics last, Trim Replace Length, unmasked Frizz or Noise, missing Density Mask, radius vs density, Strand display, and a Cycles hair shader under EEVEE.
Visually: H.review(objs, out, engine, views=("front", "threequarter", "top")) renders a lit full-density sheet with Thommes' rig (warm top fill, side key, cool rim, dark bluish world). Score it with references/critique.md: bald spots, part coverage, clumps, strays, length variation, tips, root-to-tip color, highlights.
| Mistake | What it looks like | Fix |
|---|---|---|
| Guides at the brush default of 8 points while blocking | tangles, clipping, fights while combing | 2 points, raise later (Schmidbauer) |
| Interpolate without a Density Mask | hair in the mouth or eyes, drifting children far from guides | vertex-group mask; separate the mouth interior |
| Uneven guide spacing | bald spots, worse in pose | sample_roots spacing; check spacing_gaps_2x |
| High density at default radius | a solid mass or "a mess" | Profile first, about 0.2 mm at 1M/m² (Thommes) |
| Trim at defaults | every strand becomes 1 m long | Replace Length off (Thommes) |
| Positive Frizz on curls or clumps | curl tips destroyed, fuzzy clump tips | negative Shape, Cumulative Offset off on the final Frizz |
| Duplicated layer with the same seed | wide and thin clumps stack identically | change seed and frequency (Bystedt) |
| Straight tips | "bad CG hair" | Roll Hair Curves at the tip only (Bystedt) |
| Surface edited after grooming | floating or sunken roots | snap_to_surface(hair, "DEFORM"), or NEAREST after topology changes |
| Judging at 4% viewport density | uniform clumps and equal lengths unnoticed | render at full density |
| Principled Hair BSDF in EEVEE | dark and flat (measured 0.09 vs 0.26 center luminance) | Principled BSDF with explicit colors |
| Scripting a Comb stroke | nothing happens, PASS_THROUGH | write positions, or hand the stroke to the user |
Animation or Physics (Experimental)). It replaces the old Surface Deform and moves roots with the deforming surface (shape keys and armature verified). Keep it last.md.properties.inputs.<id>.value or .type = 'ATTRIBUTE'. Headless, evaluation stays stale until obj.update_tag(). H.set_inputs resolves UI names and tags for you. Background evaluation applies Viewport Amount, so use H.count(full=True).brush.curves_sculpt_settings.render.hair_type is STRAND: use STRIP with hair_subdiv >= 1. Cycles shapes: RIBBONS, THICK, THICK_LINEAR. "Curves Info" is ShaderNodeHairInfo; Principled Hair offers Chiang and Huang. Hair Curves Noise writes resolution 12, which curves render with since 5.0.surface_render_method = 'DITHERED'. Keep the GeometrySet alive when reading obj.evaluated_geometry().mesh.references/expert-notes.md: load for judgment calls, per expert with timestamps (human hairstyle, animal fur, procedural fur, cards, mesh hair).references/procedures.md: load before writing code. It has full tested procedures P1 to P8 with raw bpy equivalents of the bx_hair calls.references/critique.md: load when reviewing a render or report, as the scoring rubric.references/sources.md: load to cite or re-watch a source, with the best timestamps.scripts/bx_hair.py: the toolkit (tested on 5.2.1). Tests are in tests/code/blender-hair/.