Hair - Mustard2/MustardUI GitHub Wiki

The panel is divided in following sections.

Hair Collection

In this section you can specify the Hair collection, where you should place all hair mesh (and eventually their armatures).

The naming convention in this case is the following: the Hair Armature should have the same name as the Hair collection and the name of the object associated + " Armature" (with the space!). If more than one mesh-armature pair is specified, a list of Hair will be shown in the UI.

image

Note: it is not necessary to have an Armature for each mesh object.

Global Properties

Similarly to Body, the Global properties add some options in the UI to quickly enable/disable the selected settings on the hair.

Custom Properties

Similar to Outfits, see the Outfits guide.

Hair Switcher Collection

When an Outfit has a dedicate hair style (e.g. an helmet or a hat), the standard Hair can be hidden. Setting this collection, all the Objects inside it will disable the standard Hair in favor of the Object itself.

To simplify the setup, drag and drop the Object on the Hair Switcher Collection by linking them (press Ctrl while drag and dropping in the collection). In this way you can have the Object as Outfit piece and as a Switcher for this hair functionality.

See the dedicated video: https://files.catbox.moe/e6dcd2.mp4

Note that this works only for Mesh type objects, not Armature.

Particle and Curve hair

In case Particle or Curves hair are available in the model, with these options enabled, they appear on the UI in the Hair section.

In the Particle Hair case, it is possible to enable the Hair Simulation for some particle systems (as in general not all hair systems might need physics simulation). Rename the Particle Hair system with an ending Dynamic to enable the button in the UI.