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/cloth-sim

Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill cloth-sim --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/cloth-sim

Context preview

The summary Claude sees to decide when to auto-load this skill.

Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.

SKILL.md

cloth-sim.SKILL.md
name: cloth-sim
description: Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: cloth, garment, clothing sim, fabric sim, pin group, shape key bake, cloth bake, dress, cape, soft clothing
  related-skills: character-artist, physics-sim, materials, animation, export-pipeline

Cloth Sim

Garment blockout → sim → art-direct → bake. Stable pins. Engine-friendly caches/shape keys.

When to Use

  • Dresses, capes, coats, flags, banners
  • Character clothing that needs drape
  • Baking sim to shape keys or Alembic/USD caches
  • Pre-roll settling before animation export

Workflow

Garment mesh (quad-friendly) → Vertex groups (pin/collide)
  → Cloth modifier settings → Collision objects
  → Pre-roll settle → Sim pass → Art-direct fixes
  → Bake shape keys / cache → Cleanup → Export

Mesh Prep

  • Quads preferred; even density on deforming areas
  • Avoid long skinny triangles on folds
  • Apply scale before sim
  • Separate garment from body collider

Vertex Groups

| Group | Purpose | |-------|---------| | `PIN_Cloth` | Anchors (waist, shoulders, collar) | | `COL_Ignore` | Optional non-colliding regions | | `STIFF_High` | Belts, seams that should resist stretch |

Settings Starters

| Look | Quality | Speed | Bending | |------|---------|-------|---------| | Soft dress | 8–12 | 1.0 | Low | | Stiff coat | 5–8 | 1.0 | Higher | | Flag/cape | 8–10 | 1.0–1.5 | Low–mid |

Tune mass and air viscosity for scale. Always run a settle pre-roll.

Bake Targets

| Target | Use | |--------|-----| | Shape keys | Game poses / few frames | | Alembic/USD | Cinematic caches | | Armature weights | If converting to deform-only |

Constraints

MUST DO

  • Apply scale; define pin groups before long sims
  • Collide against simplified body capsule/mesh
  • Art-direct after sim (sculpt/corrective keys)

MUST NOT DO

  • Sim hero cloth on ultra-dense sculpt meshes
  • Skip pre-roll (starts mid-air / exploding)
  • Export raw unstable caches

Reference Guide

| Topic | Reference | Load When | |-------|-----------|----------| | Cloth Settings Presets | `references/cloth-settings-presets.md` | When needed | | Pin And Collide | `references/pin-and-collide.md` | When needed | | Bake Targets | `references/bake-targets.md` | When needed |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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2mo ago
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Repo: arjun988/blender-skills

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