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    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.

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