Skip to content
alyn
EL4CTEO

Blender Simulation skill

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.

$npx skills add EL4CTEO/blender-skills --skill blender-simulation
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-simulation/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
60/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Simulation

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-simulation

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads blender-simulation when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the blender-simulation skill”. In Codex, type $blender-simulation.

The skill itself

SKILL.md

FolderGitHub

Simulation

The execution model is in blender-core. Procedural sim zones are in blender-geometry-nodes.

One call

scripts/sim_setup.py -- --rigid --active Crate1 Crate2 --passive Floor --density 500 --frames 1 120 --bake --to-keys
scripts/sim_setup.py -- --cloth Flag --preset cotton --pin Pin --colliders Pole --bake
scripts/sim_setup.py -- --gn-cloth Sheet --colliders Table --set Bendiness=0.5 Stretchiness=0.1 --bake

--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.

Choose the solver

Need Use
Falling/stacking/destruction Rigid Body (Bullet). Pre-fracture with Cell Fracture (extension) or GN Voronoi
Clothing, flags, drapes (production-proven) Classic Cloth modifier + Collision modifiers
New node-based cloth/hair, custom forces, procedural setups Cloth Dynamics (Experimental) / Hair Dynamics assets (5.2, XPBD)
Liquids, smoke, fire Mantaflow fluid domain + flow/effector (fluid.bake_all)
Hair grooms Curves objects + hair node assets (procedural_hair_node_assets), Hair Dynamics for motion
Growth, trails, custom per-frame logic GN Simulation zone
Soft jiggle for games bones with spring/jiggle in-engine, or Wiggle-style constraints baked to keys

Rigid bodies

  • Real scale and real mass matter: mass = volume × density (wood 500–700, concrete 2400, steel 7850, plastic 950 kg/m³). The script computes it.
  • Collision shape: CONVEX_HULL for dynamic objects (fast, stable), MESH only for passive concave colliders, and primitives (BOX, SPHERE, CAPSULE) when they fit.
  • Stability: substeps 10 and iterations 10 (set by the script). Use a small collision margin (1 mm). Avoid objects starting interpenetrated.
  • Export: bake to keyframes (--to-keys; the built-in rigidbody.bake_to_keyframes needs a UI, so the script samples matrix_world itself), then export the actions (blender-export-pipelines).

Classic cloth

  • Presets (from Blender's): cotton, denim, leather, rubber, silk. The mesh needs even quad density (2–5 cm edges for clothing). Use a subdivided plane or retopologized garment, never ngons.
  • Pinning: vertex group with weight 1 = pinned (settings.vertex_group_mass). Animate pinned verts with hooks/armature.
  • Collisions: colliders get a COLLISION modifier (thickness 1–5 mm), plus self-collision for folds. Raise quality (steps) for fast motion.
  • Apply cloth as a shape (modifier_apply_as_shapekey) or bake to an Alembic/point cache for render. Games: bake to bones, or apply a static drape.

Node-based dynamics (5.2, experimental)

  • Assets live in datafiles/assets/nodes/geometry_nodes_dynamics_assets.blend: Cloth Dynamics (Experimental), Hair Dynamics, Collider, Set Effector, Custom Force, Custom Effector. The script appends them.
  • Cloth inputs include Pin Group (attribute), Stretchiness, Bendiness, Substeps (5), Constraint Steps (15), Mass, Friction, Collision Radius, Linear Damping, Gravity, Tearing (+ mode/threshold), Effectors Collection, Effectors (bundle).
  • Colliders: put a Collider modifier on each collider object and add those objects to the collection fed into Effectors Collection (the script does both).
  • Hair: Add → Empty Hair sets up the surface + Capture Rest Geometry. Hair Dynamics reads the rest/deformed surface through geometry bundles.
  • Limits (5.2): no self-collision yet, no built-in wind/turbulence (build a Custom Force). Interfaces may change, so pin the Blender version in production.
  • The solver itself (GeometryNodeXPBDSolver) takes a World bundle, Delta Time, Substeps, Constraint Iterations. Building directly on it is advanced; start from the assets.

Fluids (Mantaflow) quick setup

Domain object (FLUID modifier fluid_type="DOMAIN", domain_type="LIQUID"|"GAS"), resolution 64 preview / 128–256 final, cache directory set and cache_type="ALL" for headless; flow objects fluid_type="FLOW" (flow_type LIQUID/SMOKE/FIRE, flow_behavior INFLOW/GEOMETRY); obstacles EFFECTOR. Bake with bpy.ops.fluid.bake_all() under a context override with the domain active. This is slow. Test at low resolution first.

Rules

  • Simulations are frame-rate and scale dependent. Set scene.render.fps and the scale before tuning.
  • Always bake before rendering/exporting, and never rely on viewport playback order.
  • GN simulation zones: bake per modifier (mod.bakes, object.geometry_node_bake_single), or step frames sequentially (script) in background.
  • Point caches in background: stepping frames from frame_start fills the cache. ptcache.bake_all(bake=True) needs a valid context.
  • Verify with look(mode="frames") plus the numbers (min_z ≈ the collider top = contact, no tunnelling).

Gotchas

  • Objects tunnelling through colliders: thin colliders, too few substeps, or too-fast motion. Thicken, raise substeps/quality, or use a bigger collision distance.
  • Exploding cloth at frame 1: starting interpenetration or a zero-area face. Run blender-asset-qa, offset the start.
  • Rigid body world cache ranges are separate from the scene range (the script syncs them).
  • Changing anything (frame range, settings) invalidates caches. Re-bake.

Tips for Blender Simulation

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Blender Simulation

What does the Blender Simulation skill do?

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 do I install Blender Simulation?

Run "npx skills add EL4CTEO/blender-skills --skill blender-simulation" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Blender Simulation work in Cursor and Codex?

Yes. Blender Simulation uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Blender Simulation free?

Blender Simulation is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Blender Simulation?

Blender Simulation is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

Similar skills. From other creators.