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SKILL.md

blender-simulation

Agent skill fromEL4CTEO/blender-skills

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 to install blender-simulation

install blender-simulation
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills

# or add only this skill to Claude Code: copy the folder

skills/blender-simulation/

# into

~/.claude/skills/blender-simulation/ (all projects)

.claude/skills/blender-simulation/ (one project)

skills/blender-simulation/SKILL.md

MITFull file
1# Simulation
2
3The execution model is in `blender-core`. Procedural sim zones are in `blender-geometry-nodes`.
4
5## One call
6```
7scripts/sim_setup.py -- --rigid --active Crate1 Crate2 --passive Floor --density 500 --frames 1 120 --bake --to-keys
8scripts/sim_setup.py -- --cloth Flag --preset cotton --pin Pin --colliders Pole --bake
9scripts/sim_setup.py -- --gn-cloth Sheet --colliders Table --set Bendiness=0.5 Stretchiness=0.1 --bake
10```
11`--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.
12
13## Choose the solver
14| Need | Use |
15|---|---|
16| Falling/stacking/destruction | Rigid Body (Bullet). Pre-fracture with Cell Fracture (extension) or GN Voronoi |
17| Clothing, flags, drapes (production-proven) | Classic **Cloth** modifier + Collision modifiers |
18| New node-based cloth/hair, custom forces, procedural setups | **Cloth Dynamics (Experimental)** / **Hair Dynamics** assets (5.2, XPBD) |
19| Liquids, smoke, fire | Mantaflow fluid domain + flow/effector (`fluid.bake_all`) |
20| Hair grooms | Curves objects + hair node assets (`procedural_hair_node_assets`), Hair Dynamics for motion |
21| Growth, trails, custom per-frame logic | GN Simulation zone |
22| Soft jiggle for games | bones with spring/jiggle in-engine, or Wiggle-style constraints baked to keys |
23
24## Rigid bodies
25…

Excerpt shown under the repository's MIT license.

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