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).
Store
dynamic simulations either to disk or to memory (see
Particle caching).
Use
the Dynamic Relationship editor
to connect and disconnect dynamic relationships between objects
and fields, emitters, or collisions (see
Dynamic relationship editor).