--- 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 |