Hair - Mustard2/MustardUI GitHub Wiki

The Hair panel is divided into the following sections:

Hair Collection

In this section, you specify the Hair collection, where all hair meshes (and optionally their armatures) should be placed.

The naming convention is as follows:

  • The Hair Armature should have the same name as the Hair collection.
  • The mesh object should be named with the pattern: ObjectName Armature (note the space before "Armature").

If more than one mesh-armature pair is specified, a list of available Hair options will appear in the UI.

image

Note
An Armature is not required for each mesh object.

Global Properties

Similar to the Body section, Global Properties allow you to quickly enable or disable selected settings for all hair in the UI.

Custom Properties

Custom properties for hair work similarly to outfits.
See the Outfits guide for instructions on adding and managing custom properties.

Hair Switcher Collection

Some outfits may include a dedicated hairstyle (e.g., a helmet or hat). In this case, the standard hair can be hidden automatically.

By setting the Hair Switcher Collection, all objects in it will disable the standard hair when active.

To simplify setup:

  • Drag and drop the object into the Hair Switcher Collection while holding Ctrl to link it.
  • This allows the object to function both as an outfit piece and as a hair switcher.

See the dedicated video for guidance: Hair Switcher Demo

Note
Hair Switcher functionality works only for mesh objects, not armatures.

Particle and Curve Hair

If particle or curve-based hair systems are present in the model, enabling the corresponding options will show them in the Hair section of the UI.

For particle hair, it is possible to enable hair simulations for specific particle systems.

  • To allow a system to simulate, rename the particle hair system with the suffix Dynamic.
  • Not all particle systems require physics simulation; only those ending with Dynamic will display the simulation button in the UI.