Animate your fur or hair
Once you have created your groom, you can move to the animation stage.
| Workflow | Description |
|---|---|
| Lock your groom | Lock your groom before starting any animation. |
| Create skinning nodes | Deform fur by binding to curves or meshes. Skinning deformers allow you to drive your groom with animation rigs or simulation. |
| Create guide curve deformers | Use curves to control the animation of hair strands within the furset. |
| Create intersectors | Create instances of geometry that trim strands to prevent them from visibly penetrating other surfaces. |
| Create volume selections | Use volumes to select strands intersecting with the volume. |
Note
Before you animate your hair, you must detect clumps to create your guide curves with association to a specific clump. This binds the strands to the guide curves. Creating a skinning node or guide curve deformer does the same thing, but a skinning node is the better option.