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physics-sim

physics-sim

github.com/arjun988Creative & media1.3k233 installsUpdated 16w ago
Repository

About physics-sim

A workflow skill for setting up and delivering rigid- and soft-body simulations. It covers destruction, intentional triggers, baking, and cache export for artists preparing renders or game assets.

Key features

  1. 01Rigid- and soft-body setup
  2. 02Constraint and collider guidance
  3. 03Triggered destruction workflow
  4. 04Simulation baking and cleanup
  5. 05Cache export recommendations

Use cases

  1. 01Simulating rigid-body interactions or collapses
  2. 02Creating simple soft-prop motion
  3. 03Preparing debris for cinematic renders
  4. 04Baking physics for game assets

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill physics-sim

After installing, type/physics-simin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
destruction-pipeline.md
rigid-body-presets.md
sim-bake-checklist.md

Details

From the project README

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

RoleSettings notes
ActiveMoving debris / props
PassiveFloors, walls, heavy anchors
Convex hullFast, approximate
MeshAccurate, 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

TopicReferenceLoad When
Rigid Body Presetsreferences/rigid-body-presets.mdWhen needed
Destruction Pipelinereferences/destruction-pipeline.mdWhen needed
Sim Bake Checklistreferences/sim-bake-checklist.mdWhen needed

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