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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 skill4agent add el4cteo/blender-skills blender-simulationblender-coreblender-geometry-nodesscripts/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--bakemin_z--to-keys| 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 ( |
| Hair grooms | Curves objects + hair node assets ( |
| 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 |
CONVEX_HULLMESHBOXSPHERECAPSULE--to-keysrigidbody.bake_to_keyframesmatrix_worldblender-export-pipelinessettings.vertex_group_massCOLLISIONqualitymodifier_apply_as_shapekeydatafiles/assets/nodes/geometry_nodes_dynamics_assets.blendCloth Dynamics (Experimental)Hair DynamicsColliderSet EffectorCustom ForceCustom EffectorPin GroupStretchinessBendinessSubstepsConstraint StepsMassFrictionCollision RadiusLinear DampingGravityTearingEffectors CollectionEffectorsColliderEffectors CollectionCapture Rest GeometryCustom ForceGeometryNodeXPBDSolverWorldDelta TimeSubstepsConstraint IterationsFLUIDfluid_type="DOMAIN"domain_type="LIQUID"|"GAS"cache_type="ALL"fluid_type="FLOW"flow_typeflow_behaviorEFFECTORbpy.ops.fluid.bake_all()scene.render.fpsmod.bakesobject.geometry_node_bake_singleframe_startptcache.bake_all(bake=True)look(mode="frames")min_zblender-asset-qa