MCPInstall

blender-simulation

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.

Installs
76
Last 24h
+8
Trending rank
#9648
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/blender-skills --skill blender-simulation
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads blender-simulation automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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

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_HULL for dynamic objects (fast, stable), MESH only 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-in rigidbody.bake_to_keyframes needs a UI, so the script samples matrix_world itself), 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 COLLISION modifier (thickness 1–5 mm), plus self-collision for folds. Raise quality (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 Collider modifier on each collider object and add those objects to the collection fed into Effectors 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 a World bundle, 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.fps and 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_start fills 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.

FAQ

What does the blender-simulation skill do?

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.

How do I install blender-simulation?

Run npx skills add https://github.com/el4cteo/blender-skills --skill blender-simulation in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-simulation/ (personal) or .claude/skills/blender-simulation/ (project).

Which AI agents can use blender-simulation?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is blender-simulation safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains blender-simulation?

It is published by el4cteo in el4cteo/blender-skills. It has 76 recorded installs.

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