Forces
Force objects were originally designed to affect particles. For example, they can be used to simulate the effect of gravity or the bouncing of particles off a surface.
However, Force objects can now also be combined with many other Cinema 4D simulation systems:
Force objects therefore not only affect particles, but also on each other:
- The simulation system with e.g., the new particles, Cloth, Soft/Rigid Bodies and Pyro simulations (not all Force objects are compatible with this).
- HAIR: Hair object Field forces, Rope tag also Field forces.
- MoGraph: On theMoSpline in the Field Fields and the Bullet dynamics in the Rigid Body tag (at Force List).
- The (old) Bullet Dynamics with their rigid and soft bodies.
Instead of particles, simply imagine points that are influenced by the modifiers. These points are Guide points (HAIR), Spline points (Rope tag, MoSpline) or object points (Simulate objects). When combined with Pyro simulations, the voxels (in the case of the Destructor Force object) or velocities within a cloud are affecte.
Please note that not all modifiers outside the particle system can be persuaded to be used sensibly. For example, the Deflector and Destructor objects will only work to a limited extent, if at all. However, Wind, Turbulence and Rotation objects etc. can always be used.
It can also be useful that Force objects can also be duplicated via an Array object or via the MoGraph clone object, e.g., if the positions of Force objects are to be animated parametrically. In the example in the following video, Destructors with spherical falloff were duplicated via a Cloner object and animated with a MoGraph Random modifier (can be seen in the video on the left). If these Destructor clones are moved by particles, these particles can be gradually deleted (shown in the video on the right).