Physics simulation and annotation tools for Blender
Project description
VibePhysics
A lightweight Blender physics simulation framework for creating realistic robot animations, rigid body physics, water dynamics, and comprehensive annotation tools — all running efficiently on CPU.
🎬 Example Results (sh run_robot.sh)
Robot walking simulation with rigid body physics, interacting with uneven ground, puddles, and real-time annotation overlay.
📊 Annotation Tools Demo (sh run_basics.sh)
Comprehensive annotation system featuring bounding boxes, motion trails, and point cloud tracking for computer vision datasets.
🎯 Dynamic Frustum Culling Demo (sh run_basics.sh)
Per-point frustum culling with mounted camera. Points inside the camera frustum turn red in real-time as the camera moves.
💧 Water Simulation Demo (sh run_water.sh)
Water physics simulation with floating objects, buoyancy forces, dynamic ripples, and point cloud tracking.
🐕 Go2 Simulation Demo (python examples/go2/go2_waypoint_walk.py)
Unitree Go2 robot walking through a physics-enabled environment with water puddles and falling debris.
✨ Highlights
- 🚀 No GPU Required – Runs efficiently on CPU-only machines (MacBook Pro, laptops, standard workstations). GPU accelerates rendering but is not mandatory.
- 🤖 Robot Simulation – Realistic IK-based walking animations with Open Duck and Unitree Go2 robots
- 💧 Water Physics – Dynamic water surfaces, puddles, ripples, and buoyancy simulation
- 📊 Annotation Tools – Bounding boxes, motion trails, and point cloud tracking for vision datasets
- 🎯 Production Ready – Clean API, modular architecture, and extensive examples
- 🗺️ SfM Mapping – Integrated COLMAP and GLOMAP pipelines for high-speed 3D reconstruction
- 🔧 Developer Friendly – Pure Python, works with Blender as a module (bpy), no GUI needed
Perfect for researchers, animators, and robotics engineers who need physics simulations without expensive GPU hardware.
Requirements
For Running Simulations
- Python 3.11 (required for bpy compatibility - Python 3.12+ is not supported)
- bpy (Blender as a Python module)
For Viewing Results (Optional)
- Blender 5.0 - Free download from blender.org
- Only needed to view/render the generated
.blendfiles - Not required to run simulations
⚠️ Important: This package requires Python 3.11. Python 3.12 and later versions are not compatible with the current version of bpy.
Dependency
- Open Duck: We use the Open Duck blender model as demo. We do not own the model. Please refer to the original github repo.
- Unitree Go2: We use the Unitree Go2 USD model. The model is auto-downloaded when running Go2 examples. We do not own the model.
⚙️ Installation
# Create and activate environment
conda create -n vibephysics python=3.11
conda activate vibephysics
# Install vibephysics
pip install vibephysics
# Or install from source
git clone https://github.com/mimiaigen/vibephysics
cd vibephysics
pip install -e .
🗺️ Mapping & Reconstruction
The core mapping tools are now built-in!
- Incremental COLMAP: Available immediately after
pip install vibephysics. - Global GLOMAP: Just run your first mapping task!
vibephysicswill automatically prompt and install the optimized GLOMAP backend from GitHub. (Note: This requires a one-time C++ build which takes a few minutes).
Requirements for Simulations
If you intend to run physics simulations, you also need to install Blender's Python module:
# Install Blender module
pip install bpy
Quick Start
# Run basic annotation demos (bbox, motion trail, point tracking, frustum culling)
sh ./run_basics.sh
# Run Open Duck robot simulation (with mounted POV camera by default)
sh ./run_robot.sh
# Run robot simulation with different camera views
sh ./run_robot.sh mounted # First-person POV (default)
sh ./run_robot.sh center # Overview from multiple angles
sh ./run_robot.sh following # Third-person tracking shot
# Run Unitree Go2 robot simulation (auto-downloads model on first run)
python examples/go2/go2_waypoint_walk.py
# Go2 with custom settings
python examples/go2/go2_waypoint_walk.py --end-frame 150 --num-spheres 50
# Run forest walk simulation (robot walking through dense forest)
sh ./run_forest.sh
# Run forest with frustum culling options
sh ./run_forest.sh --frustum-mode highlight # In-frustum points turn red
sh ./run_forest.sh --frustum-mode frustum_only # Only show in-frustum points
sh ./run_forest.sh --no-physics # Fastest playback
# Run water simulations
sh ./run_water.sh
Visualizing Results
All simulations generate .blend files in the output/ directory. To view and interact with these results:
Download Blender 5.0 (Free & Open Source)
- 🔗 Download Blender
- Compatible with Windows, macOS (Intel/Apple Silicon), and Linux
- No installation required for VibePhysics to run – Blender is only needed to view results
- GPU accelerates viewport and rendering performance, but CPU-only works fine
Opening Results:
# macOS
open output/robot_waypoint.blend
# Linux
blender output/robot_waypoint.blend
# Windows
start output/robot_waypoint.blend
Once in Blender, press Spacebar to play the animation and view your physics simulation!
Camera System
VibePhysics includes a flexible multi-camera system with three camera rig types:
| Camera Type | Description | Best For |
|---|---|---|
| Center | Multiple cameras arranged in a circle, pointing at scene center | Overview shots, multi-angle captures |
| Mounted | Cameras attached directly to an object (e.g., robot head) | First-person POV, onboard views |
| Following | Single camera that follows and tracks a target object | Third-person view, tracking shots |
Usage Example
from vibephysics.camera import CameraManager
cam_manager = CameraManager()
# Center-pointing cameras (fixed position, looking at origin)
center_rig = cam_manager.add_center_pointing('center', num_cameras=4, radius=25, height=12)
center_rig.create(target_location=(0, 0, 0))
# Mounted cameras (attached to robot head for POV shots)
mounted_rig = cam_manager.add_object_mounted('mounted', num_cameras=4, distance=0.15)
mounted_rig.create(parent_object=robot_head, lens=10)
# Following camera (tracks a moving object)
follow_rig = cam_manager.add_following('following', height=12, look_angle=60)
follow_rig.create(target=robot_armature)
# Activate a specific camera
cam_manager.activate_rig('mounted', camera_index=0) # Front camera
Command Line Options
Robot simulations support camera selection via shell script or Python:
# Via shell script (recommended)
sh run_robot.sh mounted # First-person POV (default)
sh run_robot.sh center # Overview from multiple angles
sh run_robot.sh following # Third-person tracking shot
# Via Python directly
python examples/robot/robot_waypoint_walk.py --active-camera mounted
python examples/robot/robot_waypoint_walk.py --active-camera center
python examples/robot/robot_waypoint_walk.py --active-camera following
Switching Cameras in Blender
All three camera rigs are created in every .blend file — the command line option only sets which one is active by default. You can manually switch between any camera directly in Blender:
- Open the
.blendfile in Blender - Press
Numpad 0to view through the active camera - Switch cameras using one of these methods:
- Outliner (Easiest): In the top-right Outliner panel, find camera objects (e.g.,
MountedCam_0,CenterCam_0,FollowingCam) → Click the green camera icon 🎥 next to the camera name to make it active - Right-click Menu: Right-click a camera in Outliner → Set Active Camera
- Keyboard: Select a camera → Press
Ctrl + Numpad 0to make it active - View Menu: View → Cameras → Set Active Object as Camera
- Outliner (Easiest): In the top-right Outliner panel, find camera objects (e.g.,
💻 Mac Users: Simply click the green camera icon 🎥 in the Outliner (see above) to switch active cameras.
This means you can generate a single .blend file and render from any camera angle without re-running the simulation.
Setup Module
The setup module provides scene initialization, asset import/export, and viewport management:
from vibephysics import setup
# Initialize a simulation scene
setup.init_simulation(start_frame=1, end_frame=250)
# Load assets (auto-detects format from file extension)
setup.load_asset('robot.glb') # GLB/GLTF
setup.load_asset('mesh.fbx') # FBX
setup.load_asset('points.ply') # PLY
# Save/export (auto-detects format)
setup.save_blend('output/scene.blend') # Creates directories automatically
# For format-specific options, use submodules directly:
from vibephysics.setup import importer, exporter
objects = importer.load_glb('model.glb', transform={'scale': 0.5})
exporter.export_fbx('output.fbx', selected_only=True)
Supported Formats
| Import | Export |
|---|---|
| GLB/GLTF | Blend |
| FBX | GLB/GLTF |
| PLY | FBX |
| OBJ | OBJ |
| STL | PLY |
| DAE (Collada) | STL |
| USD/USDA/USDC | USD |
| Blend (append) |
🗺️ Mapping & Reconstruction
VibePhysics integrates high-performance Structure-from-Motion (SfM) engines to convert image sequences into 3D reconstructions.
- GLOMAP Engine – Global SfM that is 1-2 orders of magnitude faster than traditional methods.
- COLMAP Engine – Industry-standard incremental SfM for robust reconstruction.
- GSplat Ready – Automatically generates standard output structures (
sparse/0andimages/symlink) ready for instant GSplat training.
💻 Usage (Command Line)
# Run GLOMAP pipeline (Fastest - Default)
./run_glomap.sh --image_path path/to/images
# Run COLMAP pipeline (Most Robust)
./run_glomap.sh --image_path path/to/images --engine colmap
# Advanced options
./run_glomap.sh --image_path path/to/images --matcher sequential --camera_model PINHOLE
🐍 Usage (Python API)
from vibephysics import mapping
# 1. Simple Usage (Only image_path is REQUIRED)
# Defaults: glomap engine, exhaustive matcher, SIMPLE_RADIAL camera
mapping.glomap_pipeline(image_path="path/to/images")
# 2. COLMAP Incremental Pipeline
mapping.colmap_pipeline(image_path="path/to/images")
# 3. Full Configuration (All parameters except image_path are OPTIONAL)
mapping.glomap_pipeline(
image_path="path/to/images", # REQUIRED
output_path="output/dir", # Optional: Defaults to image_path/../mapping_output/
database_path="path/to/database.db", # Optional: Defaults to output_path/sparse/database.db
matcher="exhaustive", # Optional: "exhaustive" (default) or "sequential"
camera_model="SIMPLE_RADIAL", # Optional: "PINHOLE", "SIMPLE_RADIAL" (default), "OPENCV", etc.
verbose=True # Optional: Set to False to suppress logs
)
| Parameter | Required | Default | Description |
|---|---|---|---|
image_path |
Yes | - | Path to the folder containing raw images. |
output_path |
No | mapping_output/ |
Directory for results. Creates sparse/0 and symlinked images/. |
database_path |
No | database.db |
Optional path to an existing COLMAP database. |
matcher |
No | exhaustive |
Matching algorithm: exhaustive or sequential. |
camera_model |
No | SIMPLE_RADIAL |
COLMAP camera model (e.g., PINHOLE, OPENCV). |
Gaussian Splatting (3DGS) (BETA)
VibePhysics supports loading 3D Gaussian Splatting data. [Warning] Currently it's under development
sh run_3dgs_viewer.sh
License
© 2025 MIMI AI LTD, UK. All rights reserved.
Academic & Student Use (Free)
This software is free to use for:
- Students
- Academic research
- Educational purposes
Commercial Use
For business or enterprise use, please contact: tsunyi@mimiaigen.com We have separate license for business/enterprise users.
Citation
@misc{VibePhysics,
author = {Tsun-Yi Yang},
title = {VibePhysics: Physics and Robotics Simulation in Blender Without GPU Requirements},
month = {December},
year = {2025},
url = {https://github.com/mimiaigen/vibephysics}
}
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