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.eskbundle 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¶
- Hair, Cloth, Rigidbody
- Animation index: when hand-key wins over sim.