How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/arjun988/blender-skills --skill physics-simBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Physics Sim
Stable rigid/soft body setups. Motivated destruction. Baked caches.
When to Use
- Rigid body interactions and collapses
- Soft body jiggle / rubber / simple soft props
- Destruction and debris (cell fracture / pre-cut shards)
- Pre-vis physics before VFX polish
Workflow
Simplify collision meshes → Assign rigid/soft bodies
→ Constraints → Passive settings → Bake → Art-direct → Export cacheRigid Body Quick Rules
| Role | Settings notes |
|---|---|
| Active | Moving debris / props |
| Passive | Floors, walls, heavy anchors |
| Convex hull | Fast, approximate |
| Mesh | Accurate, heavier |
- Apply scale before sim
- Use margin appropriate to scale
- Collection:
COL_Physics_[Shot]
Constraints
- Hinge / fixed / motor for mechanical links
- Breakable constraints for destruction beats
- Name:
RBCON_[Object]_[Type]
Destruction Approach
1. Pre-cut shards (cell fracture or manual)
2. Island meshes as active rigid bodies
3. Passive shell until trigger frame
4. Animate trigger (force / keyframed activation)
5. Bake → cleanup interpenetrationsSoft Body
- Prefer for simple soft props; use
cloth-simfor garments - Goal weights to retain shape
- Soft + collision object required
Bake / Export
- Bake to cache before render
- Alembic/USD for cinematic debris
- For games: bake key poses or flipbook; rarely live Blender physics
Constraints
MUST DO
- Apply scale; use simplified colliders
- Bake before final delivery
- Trigger destruction intentionally (frame)
MUST NOT DO
- High-res sculpt meshes as active colliders
- Unbounded shard counts
- Leave sims unbaked for final renders
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Rigid Body Presets | references/rigid-body-presets.md | When needed |
| Destruction Pipeline | references/destruction-pipeline.md | When needed |
| Sim Bake Checklist | references/sim-bake-checklist.md | When needed |


