# Blender Simulation

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

- Repository: https://github.com/EL4CTEO/blender-skills (651 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-30
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add EL4CTEO/blender-skills --skill blender-simulation -g -a claude-code -y`
Codex: `npx skills add EL4CTEO/blender-skills --skill blender-simulation -g -a codex -y`
Cursor: `npx skills add EL4CTEO/blender-skills --skill blender-simulation -g -a cursor -y`
Gemini CLI: `npx skills add EL4CTEO/blender-skills --skill blender-simulation -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add EL4CTEO/blender-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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
| Need | Use |
|---|---|
| Falling/stacking/destruction | Rigid 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 setups | **Cloth Dynamics (Experimental)** / **Hair Dynamics** assets (5.2, XPBD) |
| Liquids, smoke, fire | Mantaflow fluid domain + flow/effector (`fluid.bake_all`) |
| Hair grooms | Curves objects + hair node assets (`procedural_hair_node_assets`), Hair Dynamics for motion |
| Growth, trails, custom per-frame logic | GN Simulation zone |
| Soft jiggle for games | bones with spring/jiggle in-engine, or Wiggle-style constraints baked to keys |

The rest: https://github.com/EL4CTEO/blender-skills/blob/HEAD/skills/blender-simulation/SKILL.md
