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Ossim - Simulation Baking Tool

by Peter Gubin·Simulation

Images © Peter Gubin. Used for product review; image policy.

Why we like it

Ossim earns its place in the superhive library for a specific job: turning a Blender physics simulation into a skeletal mesh that game engines can read. Version 1.5.0 brought Blender 4.0+ support on top of a compatibility list reaching back to the 2.7x series.

What is Ossim - Simulation Baking Tool?

Ossim - Simulation Baking Tool is a Blender addon for baking physics simulations. It generates an armature and skinned geometry based on a physics simulation, producing output for game engines and realtime applications such as Unreal Engine, Godot and Unity.

The workflow starts with breaking a mesh into pieces, using Blender's built-in Cell Fracture addon or the PhysAssist addon, then setting rigid body physics on the geometry you want to simulate. You can build up the simulation with wind, vortex or other colliding rigid bodies. After selecting the geometry to bake and specifying a target layer for the skinned result, you run armature generation from Tools, Misc, Ossim, apply the autokeyframe feature, then export the armature and skinned mesh together.

Version 1.5.0 added support for Blender 4.0 and later, alongside code cleanup, armature generation fixes and a faster rigidbody generation procedure. Listed Blender compatibility runs from the 2.7x series up to 4.0, and the addon is distributed under the GPL license. A demo video is available.

Who is Ossim - Simulation Baking Tool best for?

Ossim - Simulation Baking Tool is best for blender users baking rigid body physics simulations into armatures and skinned geometry for use in game engines and realtime applications.

How much does Ossim - Simulation Baking Tool cost?

Ossim - Simulation Baking Tool is completely free to download and use.

Key features

  • Generates an armature and skinned geometry from a physics simulation
  • Faster rigidbody generation procedure, a simpler version of the process
  • Cloth simulation baking
  • Transformation cleaning options
  • Autokeyframing feature
  • Output for game engines and realtime applications, including Unreal Engine, Godot and Unity

Tags

#rigid body#physics simulation#armature#game engine#Unreal Engine#Unity#baking#Blender addon

Frequently asked questions

Does Ossim work with Blender 4?

Ossim works with Blender 4, with version 1.5.0 adding support for Blender 4.0 and later. Its listed Blender compatibility also spans a wide range of earlier releases, from the 2.7x series through 2.8, the 2.9 versions and the 3.x versions up to 4.0. Version 1.5.0 additionally included code refactoring and cleanup, fixes to the armature generation procedure, and a faster rigidbody generation procedure. Check the developer's page for the current addon version.

How do I install Ossim in Blender?

Ossim installs like a standard Blender addon. You can place the Python file inside Blender's scripts addons folder, or open the Addons tab in Preferences and use the Install Addon From File button. Once added, enable it by clicking the checkbox next to its name. After installation, the tool is located under Tools, Misc, Ossim, and from there you can run the armature generation on your selected geometry and use the autokeyframe feature.

What game engines does Ossim export to?

Ossim generates an armature and skinned geometry from a physics simulation so the result can be used in game engines and realtime applications. The developer names Unreal Engine, Godot and Unity, among others. The typical workflow is to break a mesh into pieces, set rigid body physics on those pieces, run armature generation, apply the autokeyframe feature, then select the armature and skinned mesh and export them together.

Is Ossim free, and what license does it use?

Ossim is listed as free here in our catalog, and it is distributed under the GPL license. Licensing terms can change over time, so for the latest details on pricing and usage rights it's best to check the developer's page directly. The addon is created by Peter Gubin, who also links out to discussion threads on the Polycount and BlenderArtists forums for questions about the tool.

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