Stage 5 is optional. You can bake maps, generate cards and export without ever opening the Groom workspace — but if you want the cards positioned on the character in HairStorm rather than in your DCC, this is where that happens.
Import the head
Import a head model to act as the grooming scalp. Set the file's scale units correctly at import — centimetres for Unreal Engine, metres for Blender — because fixing scale afterwards means redoing placement.
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Import the head mesh
Click Import Head Model (Ctrl+I) and choose the scale units. HairStorm then builds a raycast surface cache in the background.
The Head Assets control with the active head and its colour swatches. · select to enlarge -
Wait for the surface cache
Grooming tools stay locked until the cache finishes. This is not a hang — the tools need a surface to project onto.
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Draw cards onto the scalp
Press B for Draw Strips and draw card guide paths directly on the head surface.
A card placed on the head surface by Draw Strips. The path you draw becomes the card's spine. · select to enlarge -
Set the draw parameters
The toolbar parameters govern what each new strip looks like before you place it.
Draw Strip parameters in the toolbar. · select to enlarge -
Shape the cards
Select with Q, then use Twist (T) to rotate card normals, Width Size (W) for thickness, and Width Bend (E) for curvature across the card.
The Width tool active on a selected card. Handles appear on the card being edited, not on the whole groom. · select to enlarge -
Use snapping to keep placement even
Snap levels keep successive strips regularly spaced instead of drifting.
Snap level controls while drawing strips. · select to enlarge
The six groom tools
Once the surface cache is ready, pick a tool from the toolbar or press its shortcut. Five of the six need the cache; Select always works.
Scroll horizontally to view all columns.
| Tool Name | Shortcut | Interaction & Surface Requirement |
|---|---|---|
| Q | Select existing 3D groom cards for transformation. Always active. | |
| B | Draw new card strip paths on scalp surface. Requires Surface Cache. | |
| R | Redraw guide path for selected card strip. Requires Surface Cache. | |
| T | Twist card strip along local longitudinal axis. Requires Surface Cache. | |
| W | Adjust card strip width profile. Requires Surface Cache. | |
| E | Adjust transverse curvature angle across card width. Requires Surface Cache. |
Formats and scale units
Supported head import formats and what each scale unit converts to.
Scroll horizontally to view all columns.
| Format Extension | Supported Format | Scale Unit Option | Conversion Factor to Meters |
|---|---|---|---|
.obj | Wavefront 3D OBJ | Centimeters (cm) | 0.01 m per unit (Default) |
.gltf / .glb | glTF 2.0 Binary / ASCII | Meters (m) | 1.00 m per unit |
.fbx | Autodesk FBX (Binary/ASCII) | Millimeters (mm) | 0.001 m per unit |
| — | Imperial Units | Inches (in) / Feet (ft) | 0.0254 m (Inches) / 0.3048 m (Feet) |
Validate the groom
Orbit the head and check the silhouette from front, side and back before exporting. Look for cards floating off the scalp, cards intersecting each other at the parting, and twist that makes a card disappear edge-on under the environment light.