blender-simulation
Skill779 starsChanged 14 days agoMITView on GitHub
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.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- full-aigc-plugins/blender-design-plugintheir own version, first seen Oct 8, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- full-aigc-plugins/blender-design-plugin★ 4same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- blender-addon-developmentSkill
- blender-animationSkill
- blender-asset-qaSkill
- blender-character-riggingSkill
- blender-clothingSkill
- blender-coreSkill
- blender-environment-kitsSkill
- blender-export-pipelinesSkill
- blender-facial-shapekeysSkill
- blender-game-optimizationSkill
- blender-geometry-nodesSkill
- blender-hair-groomingSkill
- blender-hardsurface-modelingSkill
- blender-lighting-lookdevSkill
- blender-pbr-materialsSkill
- blender-pipeline-automationSkill
- blender-renderingSkill
- blender-retopology-uvSkill
- blender-scene-setupSkill
- blender-sculptingSkill
- blender-stylized-nprSkill
- blender-texture-bakingSkill
- blender-texturingSkill
- blender-time-of-daySkill
- blender-video-editingSkill
- blender-weather-fxSkill
- blender-workflow-recipesSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 58
Always bake before rendering/exporting, and never rely on viewport playback order.
- Very specific: line 61
Verify with look(mode="frames") plus the numbers (min_z ≈ the collider top = contact, no tunnelling).
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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 |
Rigid bodies
- Real scale and real mass matter: mass = volume × density (wood 500–700, concrete 2400, steel 7850, plastic 950 kg/m³). The script computes it.
- Collision shape:
CONVEX_HULLfor dynamic objects (fast, stable),MESHonly for passive concave colliders, and primitives (BOX,SPHERE,CAPSULE) when they fit. - Stability: substeps 10 and iterations 10 (set by the script). Use a small collision margin (1 mm). Avoid objects starting interpenetrated.
- Export: bake to keyframes (
--to-keys; the built-inrigidbody.bake_to_keyframesneeds a UI, so the script samplesmatrix_worlditself), then export the actions (blender-export-pipelines).
Classic cloth
- Presets (from Blender's): cotton, denim, leather, rubber, silk. The mesh needs even quad density (2–5 cm edges for clothing). Use a subdivided plane or retopologized garment, never ngons.
- Pinning: vertex group with weight 1 = pinned (
settings.vertex_group_mass). Animate pinned verts with hooks/armature. - Collisions: colliders get a
COLLISIONmodifier (thickness 1–5 mm), plus self-collision for folds. Raisequality(steps) for fast motion. - Apply cloth as a shape (
modifier_apply_as_shapekey) or bake to an Alembic/point cache for render. Games: bake to bones, or apply a static drape.
Node-based dynamics (5.2, experimental)
- Assets live in
datafiles/assets/nodes/geometry_nodes_dynamics_assets.blend:Cloth Dynamics (Experimental),Hair Dynamics,Collider,Set Effector,Custom Force,Custom Effector. The script appends them. - Cloth inputs include
Pin Group(attribute),Stretchiness,Bendiness,Substeps(5),Constraint Steps(15),Mass,Friction,Collision Radius,Linear Damping,Gravity,Tearing(+ mode/threshold),Effectors Collection,Effectors(bundle). - Colliders: put a
Collidermodifier on each collider object and add those objects to the collection fed intoEffectors Collection(the script does both). - Hair: Add → Empty Hair sets up the surface +
Capture Rest Geometry. Hair Dynamics reads the rest/deformed surface through geometry bundles. - Limits (5.2): no self-collision yet, no built-in wind/turbulence (build a
Custom Force). Interfaces may change, so pin the Blender version in production. - The solver itself (
GeometryNodeXPBDSolver) takes aWorldbundle,Delta Time,Substeps,Constraint Iterations. Building directly on it is advanced; start from the assets.
Fluids (Mantaflow) quick setup
Domain object (FLUID modifier fluid_type="DOMAIN", domain_type="LIQUID"|"GAS"), resolution 64 preview / 128–256 final, cache directory set and cache_type="ALL" for headless; flow objects fluid_type="FLOW" (flow_type LIQUID/SMOKE/FIRE, flow_behavior INFLOW/GEOMETRY); obstacles EFFECTOR. Bake with bpy.ops.fluid.bake_all() under a context override with the domain active. This is slow. Test at low resolution first.
Rules
- Simulations are frame-rate and scale dependent. Set
scene.render.fpsand the scale before tuning. - Always bake before rendering/exporting, and never rely on viewport playback order.
- GN simulation zones: bake per modifier (
mod.bakes,object.geometry_node_bake_single), or step frames sequentially (script) in background. - Point caches in background: stepping frames from
frame_startfills the cache.ptcache.bake_all(bake=True)needs a valid context. - Verify with
look(mode="frames")plus the numbers (min_z≈ the collider top = contact, no tunnelling).
Gotchas
- Objects tunnelling through colliders: thin colliders, too few substeps, or too-fast motion. Thicken, raise substeps/quality, or use a bigger collision distance.
- Exploding cloth at frame 1: starting interpenetration or a zero-area face. Run
blender-asset-qa, offset the start. - Rigid body world cache ranges are separate from the scene range (the script syncs them).
- Changing anything (frame range, settings) invalidates caches. Re-bake.
Does it work?
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