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Simulation

Simulation (the FX menu set) produces motion algorithmically: hair strand wave, cloth drape, rigidbody collision. Use when the result is too organic or too contact-heavy to key by hand.

What ships

Solver Menu Used for
Hair / Verlet rope Simulation > Create Hair Strand (short / long) Hair, rope, hanging cables
nCloth Simulation > Create nCloth Patch (small / large) Flags, capes, cloth panels
Bullet Simulation > Bullet > Add Rigidbody (default / bouncy) Rigid object collision

Three solvers in v1; more are roadmap (smoke, fluids, soft body).

Sim vs animation

Pick simulation when:

  • The motion is secondary: a flag attached to an animated pole; the pole is keyed, the flag is sim.
  • The motion depends on contact: two rigidbodies that bounce off each other unpredictably.
  • The motion needs stochastic variation: a hair strand whipping in the wind frame to frame.

Pick animation when:

  • The motion needs to read identically every play. Sims have initial-condition sensitivity.
  • The motion is the primary focus and you need full control (e.g. the butterfly wing flap; animate it, do not simulate it).

Cache and bake

Simulations run live during scrub but are slow. For final playback, cache or bake them:

  • Cache (default after running): stores per-frame state in a binary cache file. Subsequent scrub is instant; re-running the sim invalidates the cache.
  • Bake to keys: like Time Editor > Bake, this converts sim output into per-frame keyframes on the relevant channels. Bakes ship with the .esk bundle the same way as hand-keyed motion.

Cache or bake before exporting.

Solver settings

Each solver has a tiny set of parameters in the Properties pane. The dedicated pages cover them:

Wind and forces

Forces are global per-project: Simulation > Forces > Add Wind…, Add Gravity…, etc. Forces affect every solver that opts in via the placement's affects property.

Performance

Solver Performance budget
Hair (24 segments) ~0.5 ms / frame
nCloth (8x10 grid) ~3 ms / frame
nCloth (12x14 grid) ~6 ms / frame
Bullet (10 bodies) ~1 ms / frame
Bullet (50 bodies) ~5 ms / frame

These run on the CPU's solver thread (not the render thread), so the View Panel stays smooth even during heavy sims.

See also