WEBVTT

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Welcome to force fields and other objects.

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So they act slightly differently when force fields are applied to different objects themselves.

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Now they are aware of exerting different forces onto our models just like they have always been with

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particles now as well as particles.

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They will affect soft bodies rigid bodies and cloth objects as well.

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So it's worthwhile bearing in mind you can use them with several of the physics models.

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Now there is a shift in set up compared with particles.

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And the reason for that you will see in a moment um hope it's going to be buggy so you can see why we

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need to set it up slightly differently and then we'll have a look at how to make an object completely

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unaffected by certain forces.

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Now this can be important if you want part of your scene to stay put.

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Was making the other part of it explode dramatically perhaps in a real heroes or a realistic physics

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cingulate and the whole lot would get obliterated.

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But you might not want that to happen for more artistic effects or more had choreographed effects shall

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we say.

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So let's go play it with force fields and other objects in this case were play with rigid bodies over

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in blender.

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Okay so welcome back to blender.

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Now my default starting scene looks a bit different to how I set it up before I had a bit of a computer

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wobbly.

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I've sorted that out but unfortunately I've got my default scene back as this.

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So there will be some things that I have to redo don't worry assist me resetting up my computer and

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silly me I didn't back up the actual blend start file.

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So I was left with that offer anyway.

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So let's start by giving this cube in the physics properties a forcefield and a rigid body.

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Now just like the particles it won't self affect.

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So let's add another one into the scene some just going to duplicate that and pop it over here.

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Now the forces needed to move objects is often a lot higher especially rigid bodies than particles so

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whereas particles would be streaming everywhere of whoop play is not guaranteed in this case so just

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to make sure if we do have any effect at all I'm going to set the strength of both of those force fields

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to 100 and then we when we press play Oh we haven't turned off gravity yet.

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No reason why are we turning off gravity as simply so we can see the effect of the force fields by themselves.

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And under this set the end frame to 100 as well and did are.

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And let's let it reset.

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No they're not doing anything now.

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I've had this trouble before you think they would affect one another but not themselves but with those

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settings they just don't.

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Now I've turned forcefield of field on rigid body off rigid body on and occasionally they actually react

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and start B.

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What I say behaving themselves as we'd expect them to.

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But of course each time you turn these things on and off you actually lose the settings you have before

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so that's not ideal.

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So this is where the set up change comes.

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It will start to become important.

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So what we need to do here is instead of actually attaching it directly to there is just like we did

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with the particles we add a separate force field.

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Sorry go ahead and add a force force field here.

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We can already see it starting to push that cube away this one on the right.

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So let's go ahead and just increase.

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That's maybe 10 and we can see it pushing away and obviously if we set it to minus 10 it will pull it

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towards it.

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Now once we've started it moving like this we should see them bump into one another.

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Oh no we have not got enough frames.

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So there's two ways of dealing with that.

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And I'm just going to increase the force.

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Now they're knocking to one another and then be pulled back.

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Did you see that they started to slow down and that's because the force itself is not parenting to the

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other cube.

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Says the other Q moves the force itself does not.

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So we can link those two together imperent them if we wanted to.

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Now one of the things you may want to do is let's say let's duplicate another cube just over here and

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they all get pulled in.

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Now say we wanted this new cube to not get affected by the physics will simply we could turn the physics

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off.

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However if we still wanted other things to bump into it would still need collision or even perhaps a

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rigid body.

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But what we want in this case is it not to be affected by this particular force field.

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As a couple of ways of doing that.

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Number one we can literally move that to another layer that the force feels not on and then it will

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not be affected by that force field as we can see here.

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That is one way of doing it and then when we bring the two together because they're on separate layers

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one will not affect the other.

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Let's just reset the simulation and we can see moving things about cause it to go just a little wobbly

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but it's unaffected and that's the easiest way to do it to put things on layers that affect one another

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and not on others.

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Now if you wanted it if it was a particle system itself and we can see this is now emitting particles

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you can scroll down there to field weights and well we can change all of the ones that we want to hear

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so we can set gravity to have more or less effect on these particles.

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The force.

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This one over here to have more or less effect.

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Of course what we've got at the moment is it on a different layer so it won't affect it all.

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We popped it back onto layer 1.

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You'd see these particles being attracted in.

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There we go.

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Once you turn the force up.

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However if you make the force zero then they just get emitted and scattered.

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Hey that looks like a comet.

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How cool is that.

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Okay so we're ready now to set you up for a little challenge.

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Okay so your challenge is all about meche objects affecting each other.

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So use a force field to make two or more meche objects affect one another.

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Things to try.

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Well we've got a wall that's already having a projectile hitting it.

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How about setting up an explosion which happens when the projectile hits our wall.

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And perhaps you want some of the bricks not to be forced out by the explosion.

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That's something to think about.

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Now something extra you can do.

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And I found this quite funny and I show you a clip of it after I've completed my challenge is getting

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objects to orbit one another.

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That's great fun and prehaps you will find a use for it as well.

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I certainly found it as I say a lot of fun anyway.

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So go ahead pause a video and give that a go.

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Okay guys welcome back.

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Let's go have our wall exploding.

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When the projectile actually hits the wall.

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Okay so I've opened up my wall here and let's just recap on what's happening here.

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Let's play the animation.

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Oh the help of we had a time line as well so we can see what's going on.

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Okay so what we can do here is step through and say its all 20 it's okay.

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It's impacted.

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They're actually in the wall at that point so I can set myself a forcefield coming on at frame to end

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too.

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So let's go back to frame 0 and I will need the force and that's very tempting.

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I've done it in practice as adding the force field to this object.

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It won't do anything as we've already discovered it totally ignore everything you've got going.

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So we've got our projects let's go ahead and move the cursor to select it so we pop the cursor there

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and I am going to do a bit of tidying up because this is driving me just a little bit bonkers that we've

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got all of this mess.

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So what should we do here.

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Let's parents.

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Well certainly that parent in the field to that cone and call the cone projectile.

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Excellent.

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And scroll down and I will.

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Well we added the force.

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No we haven't so let's add a force field force and parent it to the actual projectile.

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Otherwise when the projectile moves our are actually forceful or not.

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So that goes in and doesn't seem to do anything let's set a force of 100.

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And that also doesn't seem to do anything.

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So that's sort of five hundred.

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We can see is pushing the wall over as it comes towards.

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And what I'm hoping is for the Brits to go absolutely flying so let's do five five thousand.

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There we go.

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That's pretty impressive how Kate's now we got that.

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So we've got an approximate force.

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We actually want it to be zero at the very beginning have said it's a zero I'm going to press to key

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it in an hour at this.

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It's cached some information about there actually some set it frame it when it first starts nudging

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and going to set again the strength at zero and by twenty five.

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Unlost suddenly set the strength twenty six so yeah about there an MMA set the strength the five fouls

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and an unknown to turn up the power to the power of two just so it fades away so it's not constantly

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pushing things a way.

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Okay so let's see how that looks when we play it back so it should go being oh you know I didn't do

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I didn't actually key in that last thing so let's play it through.

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Scott all if we don't play it through it starts ruining itself because things aren't cached So we got

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zero here zero here and at 25 I won it five thousand.

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And remember to quit this time there we go.

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So it start from the beginning.

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Boom.

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Okay.

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Let's try.

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Fifty thousand that did that didn't do any of this try on the right place 15 1 2 3.

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I didn't have the effect I wanted it to go back and.

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So the effect ramps up.

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Oh only five thousand again.

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Fifty.

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And why not keep it in my kerson Must not have been over.

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Pretty sure I did that.

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Oh something weird goes on there.

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Okay so the power was a bit too high.

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That works but I'm going to have it ramp back down again.

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So it's not an A not a continuous force just a sudden force back to zero almost straight after like

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a real explosion because after you get the shock wave not continuous force.

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Okay that works brilliant.

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So the final thing here is just to keep some of the wall intact and make it basically on a different

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layer.

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And I'm just going to randomly select some bricks hopefully getting a bit bigger as we get to the bottom.

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There we go.

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And perhaps a set over here as well.

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So that's a rough selection there need a couple more in there.

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Very exciting me selecting bricks are there apologizing going to move and hot to layer all two or three

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in this case because of accidentally moved them to three.

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So let's turn on layers 1 and 3.

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And now they shouldn't affect one another so that send in our projectile.

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Boom.

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But they are affected by just falling over.

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They are affected by each other.

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Excellent sort of gone explosive impact there.

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Exactly what I wanted to see is that as the projectile comes through.

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Perfect.

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How did you guys get on.

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Did you manage to destroy a wall.

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Did you have the same sort of issues I did with the strength you had to turn up and play with it.

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It can be quite interesting trying and get the right settings and I'm happy with this.

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And there was this final thing that I wanted to show you so I will show you this orbiting collision

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that I set up.

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It took quite a while to read because of all the physics involved but it was great fun setting up.

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Okay so I I honestly I can't remember how many little balls there are in this scene but they've all

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got their own little forcefield and they're all attracted to one another.

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And of course when a big bunch of them get together well they attract more so than anything else.

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So he have them orbiting together and eventually forming.

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Well I don't know what you call it a planet perhaps with all these satellites going around it.

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If I just speed up this process you will see that eventually you get a solid moon of three of these

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little spheres orbiting as well.

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That was great fun.

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I enjoyed it anyway.

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So I'd love to see what you guys have come up with remembered to share over on the forum and I will

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see you guys in the next lecture.
