---
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 |