--- title: "Shape" url: "https://help.maxon.net/c4d/en-us/Content/html/OHAIRFEATHER-FEATHER_OBJECT_GROUP_SHAPE.html" section_path: "Simulate Menu > The Simulation System > Hair > Additional Objects > Feathers > Shape" element_id: "OHAIRFEATHER" group_id: "FEATHER_OBJECT_GROUP_SHAPE" description: "This tab contains several graphs that can be used to alter the look of the feather as you wish." --- ## Shape This tab contains several graphs that can be used to alter the look of the feather as you wish. ![Image: 005280.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005280.jpg) Use the **Form** graphs to give the outer edge of your feather a unique shape. Each side can be adjusted separately. The maximum Y-coordinate length is defined by the **Barb Length**, which is used to define the length of the feather hair. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Cross Section ![Image: 005281.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005281.jpg) The **Cross Section** graphs let you adjust the height of each side of the feather separately. The maximum Y-coordinate length is defined in the **Displace** setting of the **Displacement** drop-down menu. Use **Displace** to then adjust the distance the barbs are moved, within the limits set by the graphs. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Curve ![Image: 005282.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005282.jpg) Use the **Curve** graphs to reshape the individual feather hair points (number of points set in **Segments** in the **Object** tab). Each half of the feather can be adjusted separately. The graphs can have negative or positive values - a horizontal line in the center is a neutral position. The hair roots will be displaced as well, which means that the feather hair can be moved past the defined end of the feather. The amount of displacement can be defined separately for the top and base of the feather using the **Curve (Top)** and **Curve (Base)** settings. Don't forget that each channel of the Hair material can influence the feather hair. In the sample below, the **Frizz** and **Kink** channels were applied in addition to **Rachis Rotation** and **Barb Rotation**: ![Image: 005283.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005283.jpg) Remember also, that the Feather object can be used to create anything that uses hairs attached to a spline, such as brushes, feather dusters, and much more.