Moov Tool
The Moov tool shows what the Moov physics solver is doing, drawn over the hair in the viewport. Use it to understand and tune a simulation: where the hair particles are, which constraints are under strain, how fast things move, and where the hair touches the colliders. Select a Moov Physics Operator and pick the Moov tool from the Groom tab of the toolbar.
Turning the visualizer on
The visualizer is off by default. Turn on Enable Visualizer at the top of the tool's settings to see it; the other settings are available only while it is on.
While the visualizer is on, the App keeps the solver state of every simulated frame, so scrubbing the timeline shows each frame as it was simulated. This takes memory from the same budget as the simulation cache, set by the Frame cache memory limit setting. If the simulation was already cached before you turned the visualizer on, it is simulated again in the background to capture that state; the result is the same.
Switching to another tool keeps what was captured. If you change the groom while using another tool, the capture is dropped to save memory, and the simulation runs once more when you return to the Moov tool.
What is shown
- Hair Particles - the simulated points of each strand.
- Hair Constraints - the links holding the particles together, colored from the Constraint color to the Strained Constraint color by the force they carry.
- Velocities - a line from each hair and collider particle in the direction it is moving.
- Collider Particles, Collider Meshes and Collider Mesh Velocities - the base mesh and collision meshes as the solver sees them.
- Collider Constraints - the links attaching hair particles to colliders.
- Contacts - the collisions found in the last simulation step, scaled by their impulse.
Settings
- Particle Size, Velocity Scale and Contact Scale set how large the particle markers, velocity lines and contact lines are drawn.
- Strained Force is the force at which a constraint is drawn fully in the Strained Constraint color.
- Colors sets the color of each part.
Changing any of these applies to every captured frame at once; nothing is simulated again.
The Add Moov Physics button adds a Moov Physics operator on top of the selected operator.


