blender_physics
Set up and bake physics simulations in Blender: rigid bodies, cloth, soft bodies, collisions, and force fields for dynamic scenes.
Instructions
Rigid bodies, cloth, soft bodies, collision and force fields.
Set up separate panels as independent rigid bodies, add collision to the
chassis, bake, and inspect. Rigid body constraints go through
blender_run_operator with bpy.ops.rigidbody.constraint_add.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mass | No | Rigid body mass. | |
| name | No | Force field object name. | Field |
| type | No | 'ACTIVE'/'PASSIVE' for rigid_body, or a force field type such as FORCE, WIND, VORTEX, TURBULENCE. | ACTIVE |
| action | Yes | Physics operation. | |
| frames | No | Frames to bake. | |
| preset | No | Cloth preset, e.g. COTTON, DENIM, LEATHER, or a number of collision quality steps. | |
| objects | No | Target meshes. | |
| quality | No | ||
| location | No | Force field position. | |
| strength | No | Force field strength. | |
| substeps | No | ||
| time_scale | No | ||
| collision_shape | No | BOX, SPHERE, CAPSULE, CYLINDER, CONVEX_HULL, MESH, COMPOUND. | |
| response_format | No | 'markdown' for readable output, 'json' for raw structured data. | markdown |
| solver_iterations | No |