🎭 Scene¢

How the solver sees your Blender scene: as a collection of object groups that carry type, material, and assigned meshes, plus a Static variant for non-deforming colliders and props.

Warning

All objects must not intersect and must not be self-intersecting at the start of the simulation. The solver rejects rest geometry where any face penetrates another face, on the same object or on a different one, and it cannot recover from a start state that is already inside out. Before you transfer, confirm that every mesh is cleanly separated from every other mesh and that no mesh folds through itself. This rule applies to every object type: Solid, Shell, Rod, and Static.

Note

Accepted geometry. Mesh objects may contain triangles, quads, or any mix of the two; n-gons are not supported, so triangulate those before assigning. Solid groups are tetrahedralized internally by fTetWild, which is tolerant of input quality: the surface does not strictly need to be a closed manifold, and small cracks or near-duplicate vertices are handled automatically. Rod groups accept both mesh and Bezier curve objects: mesh edges become rod elements directly (faces are ignored, and a Wireframe modifier is added on assignment so the rod structure is visible), while Bezier curves are resampled along arc length at transfer time.