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physics-sim

面向 Blender 的物理模拟技能,覆盖刚体与柔体设置、铰链/固定/可断裂约束、cell fracture 破碎与碎片处理、触发帧编排、模拟烘焙及 Alembic/USD 缓存导出,并列出简化碰撞体、应用缩放、交付前烘焙等必须遵守与禁止事项。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:02
分类:创作依赖:MCP 服务 / 读写文件应用场景:工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/physics-sim
Metadata
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