> Class for accessing hair types of human and common functionality. Accessible from: `human.hair` ### Properties --- ##### Children Ishidden: ```py human.hair.children_ishidden >>> bool ``` *Read-only* Check if hair children of systems are hidden. `Returns bool ` --- ##### Eyebrows: ```py human.hair.eyebrows >>> EyebrowSettings ``` *Read-only* Property for accessing eyebrow settings. `Returns `[[EyebrowSettings]]` ` --- ##### Eyelashes: ```py human.hair.eyelashes >>> EyelashSettings ``` *Read-only* Property for accessing eyelash settings. `Returns `[[EyelashSettings]]` ` --- ##### Face Hair: ```py human.hair.face_hair >>> FacialHairSettings ``` *Read-only* Property for accessing facial hair settings. `Returns `[[FacialHairSettings]]` ` --- ##### Modifiers: ```py human.hair.modifiers >>> PropCollection ``` *Read-only* All modifiers on human body. `Returns `[[PropCollection]]` ` --- ##### Particle Systems: ```py human.hair.particle_systems >>> bpy_prop_collection ``` *Read-only* All particle systems of human body. `Returns bpy_prop_collection ` --- ##### Regular Hair: ```py human.hair.regular_hair >>> RegularHairSettings ``` *Read-only* Property for accessing regular hair settings. `Returns `[[RegularHairSettings]]` ` --- ### Methods --- ##### As Dict ```py human.hair.as_dict() >>> dict ``` *Inherited from [[Could not find source]]* Return a dictionary representation of the hair settings. **Returns:** - `returns (dict)`: dict[str, dict[str, Any]] --- ##### Children Set Hide ```py human.hair.children_set_hide(hide: bool) >>> NoneType ``` *Inherited from [[Could not find source]]* Set the visibility state of the children of all hair systems. If you will do a heavy computation on the human body, you should hide the children. This is already implemented for builtin heavy operations. **Arguments:** - `hide (bool)`: True if children should be hidden, False otherwise. --- ##### Remove System By Name ```py human.hair.remove_system_by_name(name: str) >>> NoneType ``` *Inherited from [[Could not find source]]* Remove a certain particle system from the human by its name. **Arguments:** - `name (str)`: Name of the particle system to remove. --- ##### Set Connected ```py human.hair.set_connected(connected: bool) >>> NoneType ``` *Inherited from [[Could not find source]]* Shortcut for using `connect_hair` and `disconnect_hair` operators. This should be used when modifying the body mesh (the actual mesh, not the shape keys). **Arguments:** - `connected (bool)`: True if hair should be connected, False otherwise. --- ##### Set From Dict ```py human.hair.set_from_dict(data: dict) >>> list ``` *Inherited from [[Could not find source]]* Set the hair settings from a dictionary representation. See `as_dict` for structure. **Arguments:** - `data (dict)`: Dictionary representation of the hair **Returns:** - `returns (list)`: list[str] --- ##### Set Hair Quality ```py human.hair.set_hair_quality(hair_quality: Literal['high', 'medium', 'low', 'ultralow']) >>> NoneType ``` *Inherited from [[Could not find source]]* Makes hairs thicker and lowers chileren amount for lower qualities. **Arguments:** - `hair_quality (Literal['high', 'medium', 'low', 'ultralow'])`: Quality to set all hair types on this human to. --- ##### Update Hair Shader Type ```py human.hair.update_hair_shader_type(shader_type: Literal['fast', 'accurate']) >>> NoneType ``` *Inherited from [[Could not find source]]* Set the shader type between accurate (Eevee comp.) and fast (Cycles only). **Arguments:** - `shader_type (Literal['fast', 'accurate'])`: Type to set the shader to. ---