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 Relationships Editor).