A hair particle system can be made editable with the "Set Editable" button in the particle system panel. Then going into particle mode through the menu in the 3d view header (or with the shortcut Ctrl+Shift+Tab) makes it possible to individually edit the hairs.
- Path select mode: in this mode it is not possible to select individual key points, only the full paths are displayed.
- Point select mode: all key points of the hair can be selected.
- Tip select mode: only the endpoints of the hair can be select.
Editing settings are available through the N key shortcut in the 3d view.
- Keep Lengths: enable preservation of the lengths of the hairs can be preserved while transforming and combing particles.
- Keep Root: keep the root particle position in place to keep the hair attached to the mesh.
- Deflect Emitter: keep hairs from going into the emitter while editing.
- Dist: distance to keep key points away from emitter.
Drawing options.
- Steps: number of subdivision steps for hair.
- Show Time: show time values next to key points.
- Show Children: show child particles while in particle mode.

- Hair editing on a character.
A number of brushes are available. These work on the selected hairs if there is a selection, and on all hairs if none are selected.
- Comb: move hairs along the brush.
- Smooth: average hairs with neighbours
- Weight: paint weights for softbody simulation.
- Add: add hairs under the brush. These can optionally be interpolated from nearby hairs.
- Length: grow or shrink hairs.
- Puff: makes hairs stand up.
- Cut: cut hairs.
- Show and Hide particles similar to other modes.
- Rekey: give the selected particles a different number of key points.
- Subdivide: subdivide hairs to generate more key points.
- Delete: delete selected hairs or keys.
- Remove Doubles: deleted hairs with the same root position.
- Mirror: mirror particles over the x-axis to the other side of the mesh. Requires a mesh that is symmetric over the x-axis.
- X-axis mirror editing: similar to mesh edit mode, mirrors all operations to the other side of the mesh.
Hair particle system can have softbody simulation applied to them. To enable this, go to the softbody panel in the physics buttons and select the particle system from the menu.