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Hair

The hair solver is a Verlet rope: a chain of N point masses connected by stiff distance constraints. Use it for hair, ropes, tails, antennae, and any "string" that should swing and respond to motion.

Create

Menu What you get
Simulation > Create Hair Strand 8-segment short strand
Simulation > Create Long Hair Strand 24-segment long strand

A vertical chain appears at the cursor. The first (topmost) vertex is pinned by default; the rest hang.

Anchor to a placement

Most hair strands should follow some other placement (a head, a sword pommel, a wing). Set the anchor:

  1. Select the hair.
  2. Properties pane > Simulation > Anchor > pick a target placement from the scene.
  3. The hair's first vertex follows the anchor's transform.

Move the anchor, the hair sways. Animate the anchor, the hair inherits the motion plus its own physical lag.

Parameters

Parameter Default Effect
segments 8 / 24 Chain segment count
segment_length auto Distance between vertices
stiffness 0.7 Constraint solver stiffness
damping 0.1 Velocity damping
gravity_scale 1.0 Multiplier on global gravity
affected_by_wind true Whether forces apply
collide false Whether to collide with collider placements

Wind sensitivity

Hair reacts strongly to wind: even a gentle wind produces visible sway. Tune by scaling wind strength globally and / or per-strand via gravity_scale (which also scales wind in this solver).

For multiple hairs that should sway differently (long vs short), use the same wind but different segment counts and stiffness; the differences in resonance create natural variation.

Multi-strand setup

For hair groups, drop multiple Create Hair Strand placements side by side and parent them to a common head. The wind affects each independently; their slight phase offsets read as a hair clump.

For thousands of strands, this approach does not scale. Roadmap: a Hair System solver that simulates a base set and instances the rest.

Rendering

A hair strand renders as a stroked Bezier curve following its vertex positions, with the placement's stroke + stroke_width applied. For a tapered look (thick at root, thin at tip), set width_modulation: distance_from_root in the Properties pane.

Use as rope

Rope is the same solver with stiffness raised to 0.95 and segments increased. For a cable or chain, also set damping to 0.3 (rope swings less).

Bake

Like cloth, hair sim auto-caches per frame. Simulation > Bake to Keys collapses to per-frame keys for export.

See also