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For many things in this world, it's simply just not feasible to either create a mesh model for each individual thing, like individual smoke particles, or you know you want to create some special effects like we have running here, which are some energy ball thing that focuses around the actors hand and then it shoots out. So the purpose of this video is to show you what those are, and how you get to them and like that. So first, there's a couple of different contexts down here. We're going to show you later the Game Engine or Logic Context.
That's where we have the Bullet Physics Library and we can actually use that library to remake accurate physical simulations of objects in our scene. The second one then is also here under Object. We have three sub contexts. The last one is called Particles and this is where you access the Particle System, and that's what going on over here in this simulation that was running. We also have Soft Bodies, which are up here in this sub context under Physics button.
And when you have an object and you enable Soft Bodies, you can then start to work with how things jiggle. Then we also have Cloths, and we're going to be doing a cape for Captain Knowledge, using the Cloth simulation to simulate fabrics, latex, mylars, leathers, and that kind of thing. Then we also have Fluids, which is accessed down here. When you enable Fluids, we can simulate water, blood, maple syrup, oil, goops, and alien spit.
Lastly, then all of these things the Particles, the Fluids, the Cloth and everything, they collide with other things. Those other things we need to mark as colliders by enabling Collisions here, and we'll be getting into some of these settings later on too. So these are all accessed through the Object context in your Properties window and then either the Physics buttons or Particle buttons, here that reveal the sets of panels. But the main purpose of this video was just to show you how to access all of these different panels and where they're hidden away inside of Blender.
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