blender-simulation-workflow

blender-simulation-workflow is a skill for Claude Code, Codex from ifBars/blender-agent-studio. It costs 66 tokens per session (721 once invoked), scanned A, original, MIT.

A workflow for creating, diagnosing, baking, and checking Blender physics simulations. Physics simulations calculate motion such as fluids, smoke, fire, rigid bodies, cloth, soft bodies, particles, and hair over a timeline.

In plain words
What is it for?
Use it to set up and validate fluid, smoke, fire, rigid-body, cloth, soft-body, particle, and hair simulations, including preview and final cache baking.
Why use it?
It helps make simulations stable and repeatable by controlling scale, forces, collisions, caches, and output, instead of trusting a single plausible frame.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/ifbars/blender-agent-studio/blender-simulation-workflow
Any agent
npx skills add ifBars/blender-agent-studio --skill blender-simulation-workflow
Clone the repo
git clone --depth 1 https://github.com/ifBars/blender-agent-studio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for blender-simulation-workflow

README.md
[![agentmods](https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-simulation-workflow.svg)](https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-simulation-workflow)
Your own site
<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-simulation-workflow"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-simulation-workflow.svg" alt="Measured on agentmods" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 721 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00066 $0.00721
Opus 5 $0.00033 $0.00360
Sonnet 5 $0.00013 $0.00144
Haiku 4.5 $0.00007 $0.00072

Measured 5d ago against content hash eddf2091d350, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

blender-simulation-workflow scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/blender-agent-studio/skills/blender-simulation-workflow/SKILL.md · 65 lines

How it starts

The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Simulation Workflow

Simulation is a cache-producing build step. Preserve the setup and cache provenance; a visually plausible single frame is not proof that it is stable.

Define the simulation contract

Record the simulation type, solver, timeline, scale, gravity/forces, collision objects, emitters, domain bounds, desired behavior, cache location, resolution or substeps, and deliverable format. State the frames that establish onset, peak interaction, and settle. For fluids, explicitly distinguish liquid from gas/fire/smoke and whether a mesh, particles, or volume is the deliverable.

Use a project-local cache directory outside source control. Never overwrite an existing approved bake without creating a new output location or explicit user approval.

Build a controlled setup

  1. Apply or account for object scale; use real-world scene scale and record units. Mis-scaled colliders and domains invalidate tuning conclusions.
  2. Name domain, flow/emitter, effector/collider, force, cache, and output objects semantically. Keep a collection for inputs separate from generated mesh, volume, particles, or bake artifacts.
  3. Start with a short, coarse preview cache to prove the causal setup, collision direction, and timing. Do not begin a costly final bake before opening preview evidence.
  4. For fluid/smoke/fire, bound the domain tightly enough to control cost while leaving required motion margin. Use Modular or Final cache intentionally; document the ordered bake stages when applicable.
  5. For rigid, cloth, soft-body, particle, or hair work, establish collider thickness, substeps, damping/friction, self-collision, and pin/attachment constraints before aesthetic forces or turbulence.
  6. Set seeds explicitly for stochastic effects. Preserve cache settings and simulator version alongside the generation script.

Bake and validate

  1. Bake the preview, then inspect the specified critical frames from at least two useful cameras.
  2. Check that emitters and colliders affect the result at the intended time; that domains do not clip it; that collision does not tunnel, explode, or penetrate; and that mass, drag, settling, and scale read plausibly.
  3. Change one causal parameter group at a time, invalidate the affected cache, and rebake the smallest frame interval that proves the change.
  4. Bake final data only after the preview passes. Verify every expected cache stage/file is present and the timeline reads it rather than recomputing an implicit temporary state.
  5. Render the requested critical frames and, when timing matters, an encoded preview or final sequence using $blender-agent-studio:blender-rendering-workflow.

Read the full file on GitHub · 65 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 65 lines · 66 tokens per session scan A eddf2091d350

Subscribe to this mod's changes

blender-simulation-workflow is a skill published in the GitHub repository ifBars/blender-agent-studio (10 stars, last pushed 18d ago), licensed MIT. It adds 66 tokens to every session and 721 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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