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)
1# Simulation23The execution model is in `blender-core`. Procedural sim zones are in `blender-geometry-nodes`.45## One call6```7scripts/sim_setup.py -- --rigid --active Crate1 Crate2 --passive Floor --density 500 --frames 1 120 --bake --to-keys8scripts/sim_setup.py -- --cloth Flag --preset cotton --pin Pin --colliders Pole --bake9scripts/sim_setup.py -- --gn-cloth Sheet --colliders Table --set Bendiness=0.5 Stretchiness=0.1 --bake10```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.1213## Choose the solver14| 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 |2324## Rigid bodies25…
Excerpt shown under the repository's MIT license.
