- Create, color, and animate particles (see Overview of particles).
- Use emitters to launch particles for effects such as steam, fire, rain, fireworks, and explosions (see Emitters).
- Use soft bodies to create geometry that bends and deforms when influenced by a field or struck by a collision object (see
Soft bodies).
- Use gravity and other force fields to move particles, soft bodies, and rigid bodies (see Overview of fields).
- Create collisions between particles or soft bodies and geometry. You can make the particles split, emit new particles, or
disappear when they collide with geometry (see Particle collisions).
- Use goals to make particles or soft bodies follow other objects or object components (see Goals).
- Use springs to give soft bodies and groups of particles internal structure (see Springs).
- Use rigid bodies to create collisions between polygons or NURBS (see Rigid bodies).
- Use constraints to restrict the motion of rigid bodies (see Rigid body constraints).
- Use built-in dynamic effects to quickly create complex, popular animations such as smoke and fire (see Overview of effects).
- Tune playback efficiency and fix common problems with dynamics (see Animating with dynamics).
- Store dynamic simulations either to disk or to memory (see Particle caching).
- Use the to connect and disconnect dynamic relationships between objects and fields, emitters, or collisions (see Dynamic relationship editor).
- Render particles in software or hardware (see Rendering particles).
- Work with advanced features of particles such as substituting animated geometry for moving particles (see Instance geometry to particles and Work with advanced dynamics).
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