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/physics-sim

Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill physics-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/physics-sim

Context preview

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

Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.

SKILL.md

physics-sim.SKILL.md
name: physics-sim
description: Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: physics, rigid body, soft body, destruction, fracture, debris, constraint, simulation bake, collapse
  related-skills: vfx-fx, cloth-sim, animation, export-pipeline, collision-proxy

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 cache

Rigid 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 interpenetrations

Soft Body

  • Prefer for simple soft props; use `cloth-sim` for 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 |

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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Language
MIT
License
2mo ago
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2mo ago
Created

Repo: arjun988/blender-skills

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