Skills

Blender Simulation

Physics in Blender 5.2 - rigid bodies (density mass, shapes, bake to keys), classic...

Install

npx skills add EL4CTEO/blender-skills --skill blender-simulation -g -a claude-code -y
Category
Engineering
Updated
5d ago
License
MIT
Context cost
Lightabout 1,356 tokens
Runs scripts
Yes, review before use

What it does

Physics in Blender 5.2 - rigid bodies (density mass, shapes, bake to keys), classic cloth presets and pinning, new node-based Cloth/Hair Dynamics (XPBD, Collider, effectors), Mantaflow fluids, hair curves, GN simulation zones, headless baking. Use for destruction, drapes, flags, falling objects, liquids, smoke, hair motion.

Simulation

The execution model is in blender-core. Procedural sim zones are in blender-geometry-nodes.

One call

scripts/sim_setup.py -- --rigid --active Crate1 Crate2 --passive Floor --density 500 --frames 1 120 --bake --to-keys
scripts/sim_setup.py -- --cloth Flag --preset cotton --pin Pin --colliders Pole --bake
scripts/sim_setup.py -- --gn-cloth Sheet --colliders Table --set Bendiness=0.5 Stretchiness=0.1 --bake

--bake steps through every frame in order (this works headless for point caches and GN simulation zones) and reports final positions and min_z, so you can verify contact. --to-keys turns rigid-body motion into keyframes for engines.

Choose the solver

NeedUse
Falling/stacking/destructionRigid Body (Bullet). Pre-fracture with Cell Fracture (extension) or GN Voronoi
Clothing, flags, drapes (production-proven)Classic Cloth modifier + Collision modifiers
New node-based cloth/hair, custom forces, procedural setupsCloth Dynamics (Experimental) / Hair Dynamics assets (5.2, XPBD)
Liquids, smoke, fireMantaflow fluid domain + flow/effector (fluid.bake_all)
Hair groomsCurves objects + hair node assets (procedural_hair_node_assets), Hair Dynamics for motion
Growth, trails, custom per-frame logicGN Simulation zone
Soft jiggle for gamesbones with spring/jiggle in-engine, or Wiggle-style constraints baked to keys
Read the whole SKILL.md on GitHub

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