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
- 01Rigid- and soft-body setup
- 02Constraint and collider guidance
- 03Triggered destruction workflow
- 04Simulation baking and cleanup
- 05Cache export recommendations
Use cases
- 01Simulating rigid-body interactions or collapses
- 02Creating simple soft-prop motion
- 03Preparing debris for cinematic renders
- 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-simAfter installing, type/physics-simin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
references/destruction-pipeline.mdrigid-body-presets.mdsim-bake-checklist.mdDetails
From the project READMEPhysics 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-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 |
Comments
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