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What you'll learn
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Rigid body dynamics, properly. Collision shapes, margins, mass, friction, bounciness, and the difference between active, passive, and animated, put to work on a Galton board and a full wrecking ball demolition. |
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Every rigid body constraint. Fixed, point, hinge, slider, piston, generic, spring, and motor, each shown on its own before the final project combines them. |
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Soft body simulation. Setup, settings, and a strings project, for objects that squash and wobble under their own physics. |
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Cloth, pinned and inflated. Setup, key settings, pinning fabric in place, and inflation, built into a product reveal where the cloth pulls back on cue. |
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Fluid, smoke, and fire. Domain and flow setup for liquid, gas, and combustion, including the NanoVDB volume workflow Blender 5.0 introduced for smoke and fire. |
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Particle systems and boids. Emission, physics settings, and flocking behavior, built up into a full particle project. |
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Dynamic paint. Waves, displacement, weight, and paint canvases, used in a rain project where the drops actually disturb the surface. |
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Force fields, and how to fix any of it. Every force field type, then a whole troubleshooting chapter for when a simulation explodes, falls through the floor, or just won't bake. |
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