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Physics Sim
ASecurityRigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
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- Added November 7, 2026
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[](https://www.skillsdirectory.com/skills/huytran1120-physics-sim)---
name: physics-sim
category: design
description: >-
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
risk: safe
source: https://github.com/arjun988/blender-skills
source_repo: arjun988/blender-skills
author: Arjun Shukla
license: MIT
tags: [blender, 3d, physics, rigid-body, soft-body, destruction, fracture, debris, constraint, simulation-bake]
---
# 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 |
Files in this skill
- SKILL.md
- references/destruction-pipeline.md
- references/rigid-body-presets.md
- references/sim-bake-checklist.md
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