π SceneΒΆ
How the solver sees your Blender scene: as a collection of object groups that carry type, material, and assigned meshes, including PDRD rigid bodies, 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, PDRD, and Static.
Note
Accepted geometry. Mesh objects may contain triangles, quads,
n-gons, or any mix of these. The add-on triangulates every polygon
automatically, matching the tessellation you already see in the
viewport, so no manual triangulation is needed and concave n-gons are
handled correctly. Solid groups are tetrahedralized internally, and
the tetrahedralizer backend is selectable per object:
fTetWild (the tolerant
default) does not strictly need a closed manifold and handles small
cracks or near-duplicate vertices automatically, while
TetGen preserves the
input surface exactly but requires a clean, closed, manifold mesh.
PDRD groups are exactly-rigid bodies driven directly from their surface
mesh, so they are not tetrahedralized. 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). For Bezier curves each control point
becomes one rod vertex, so the edge length equals the CP spacing and
the simulation evolves CP positions directly, and you control rod
resolution by adding or removing CPs. NURBS curves are sampled per arc
at four t values because NURBS CPs are off-curve.