๐ŸŽญ Scene#

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.

Where geometry should pass through other geometry instead of colliding with it (a mesh tangled in its pose that should stay tangled, a cloth whose self-collision is not wanted, or layers that should pass through a body), the group settings under Allow Intersections let the objects you choose pass through each other, and the start pose is accepted for those pairs. An allowed pair has no contact at all, so the solver does not push it apart. Set them on the moving objectโ€™s group: a Static collider left in its rest pose ignores the boxes on its own group.

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.