Surface Tab
The Surface tab handles mesh binding and groom transfer operations. It lets you bind hair to animated meshes, transfer grooms between different characters, and control how hair follows surface deformation.
What It Does
The Surface tab provides:
- Mesh binding - Attach hair to scalp/body mesh
- Animation following - Hair follows animated mesh deformation
- Groom transfer - Move hair from one character to another
- Auto-rebind - Automatically update binding when mesh changes
- Surface binding data - Stores UV coordinates and barycentric weights
Think of it as the glue that connects your hair to your character, ensuring it moves naturally with animation.
Current Binding Info
This section shows the status of your current hair system:
Source Mesh
- The mesh your hair is currently bound to
- Usually the character's head/scalp
Guides
- Number of guide curves in the system
- Shows if guides are properly created
Binding Status
- ✓ Computed - Binding data exists
- Not computed - Need to compute binding
Transfer Groom
Transfer hair from one mesh to another - perfect for moving hairstyles between characters.
Target Mesh Selection
Mesh Dropdown
- Lists all available meshes in the scene
- Type to search for specific mesh
- Excludes the source mesh (can't transfer to itself)
Eyedropper Button (👁)
- Pick target mesh from viewport selection
- Select a mesh in Blender, then click eyedropper
- Automatically fills in the target mesh
Refresh Button (↻)
- Refresh the mesh list
- Use after adding new meshes to scene
Transfer Modes
UV Coordinates
- Best for meshes with matching UV layouts
- Transfers based on UV position
- Most accurate when UVs are similar
- Recommended for same character, different topology
Nearest Point
- Transfer to closest surface point
- Works for any mesh topology
- Good for similar shapes
- May distort on very different shapes
Nearest Normal
- Match surface orientation
- Considers normal direction
- Better for curved surfaces
- Preserves hair direction
Projection
- Project along original normal direction
- Good for similar poses
- Handles slight shape differences
- May fail on very different shapes
Transfer Options
Preserve Length
- Keep original strand length after transfer
- Recommended: ON
- Prevents hair from stretching or shrinking
Preserve Shape
- Keep relative CV positions (groom shape)
- Recommended: ON
- Maintains styled hair shape
UV Tolerance
- Tolerance for UV coordinate matching
- Range: 0.001-0.5, default 0.01
- Only used in UV Coordinates mode
- Increase if transfer fails to find matches
Max Distance
- Maximum search distance for nearest point modes
- Range: 0.1-100.0, default 10.0
- Increase if hair disappears after transfer
- Decrease for more precise matching
Transfer Workflow
- Prepare Source
- Style hair on source character
- Ensure binding is computed
- Select Target
- Choose target mesh from dropdown
- Or use eyedropper to pick from viewport
- Choose Mode
- UV Coordinates for same character
- Nearest Point for similar shapes
- Nearest Normal for curved surfaces
- Set Options
- Enable Preserve Length and Preserve Shape
- Adjust tolerance/distance if needed
- Transfer
- Click "Transfer Groom" button
- Wait for transfer to complete
- Hair appears on target mesh
Auto-Rebind Settings
Automatically update hair binding when the source mesh changes.
Auto-rebind on mesh modification
- Enabled by default
- Rebinds when mesh is modified (subdivision, sculpting, etc.)
- Ensures hair stays attached correctly
- Disable for manual control
Update strand orientation
- Reorient strands to match new surface normals
- Enabled by default
- Keeps hair perpendicular to surface
- Disable to preserve original direction
Rebind Now Button
- Manually trigger rebind operation
- Use after major mesh changes
- Applies current preserve settings
Animation Binding
Make hair follow animated mesh deformation (armature, shape keys, lattice, etc.).
Enable animation following
- Enabled by default
- Hair follows mesh animation
- Disable for static hair on animated character
Binding Status
- Shows if animation binding is computed
- ✓ Computed - Ready for animation
- Not computed - Need to compute
Compute Animation Binding
- Calculate binding data for animation
- Do this at rest pose for best results
- Required before animation will work
- Only needs to be done once
Clear Button
- Remove animation binding data
- Use if binding becomes corrupted
- Recompute after clearing
Animation Binding Workflow
- Pose Character
- Set character to rest pose (T-pose or A-pose)
- Ensure armature is at frame 0
- Compute Binding
- Click "Compute Animation Binding"
- Wait for computation to complete
- Status changes to "✓ Computed"
- Animate
- Animate your character normally
- Hair automatically follows deformation
- Works with armature, shape keys, lattice, etc.
- Troubleshooting
- If hair doesn't follow: Clear and recompute
- If hair lags: Check mesh has no modifiers after hair
- If hair explodes: Recompute at rest pose
Common Workflows
Transfer Hair Between Characters
Same Character, Different Mesh:
- Use UV Coordinates mode
- Enable Preserve Length and Shape
- Set UV Tolerance to 0.01
- Transfer
Different Characters, Similar Shape:
- Use Nearest Point mode
- Enable Preserve Length and Shape
- Set Max Distance to 10.0
- Transfer
- Adjust hair if needed
Very Different Characters:
- Use Nearest Normal mode
- Enable Preserve Length
- Disable Preserve Shape (may need restyling)
- Increase Max Distance to 20.0
- Transfer
- Restyle hair as needed
Animated Character Setup
Initial Setup:
- Create hair on character at rest pose
- Style hair completely
- Click "Compute Animation Binding"
- Test animation - hair should follow
After Mesh Changes:
- Modify mesh (sculpting, subdivision, etc.)
- Auto-rebind triggers automatically
- Or click "Rebind Now" manually
- Animation binding persists
Troubleshooting Animation:
- Clear animation binding
- Return character to rest pose
- Recompute animation binding
- Test animation again
Technical Notes
- Binding uses UV coordinates and barycentric weights
- Animation binding stores per-vertex deformation data
- Auto-rebind monitors mesh modification events
- Transfer operations preserve strand attributes
- Binding data is saved with Blender file
- GPU-accelerated for fast computation
Common Issues
Transfer Fails
- Check target mesh is different from source
- Increase UV Tolerance or Max Distance
- Try different transfer mode
- Ensure target mesh has valid UVs (for UV mode)
Hair Doesn't Follow Animation
- Compute animation binding at rest pose
- Check "Enable animation following" is ON
- Clear and recompute binding
- Ensure mesh has armature/deformation
Hair Explodes After Transfer
- Reduce Max Distance
- Use Nearest Normal mode instead
- Check for mesh scale issues
- Recompute binding
Auto-Rebind Not Working
- Check "Auto-rebind" is enabled
- Try manual "Rebind Now"
- Ensure mesh modification is detected
- Check Blender console for errors
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