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CORE – Fundamentals of Physics in Blender by Kenny Phases

CORE – Fundamentals of Physics in Blender by Kenny Phases

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Author:Kenny Phases

Actual Duration:5h 17m

Release date:2024, October

Publisher:CGCookie

Skill level:Beginner

Language:English

Exercise files:Yes

Software:Blender

Course URL:https://www.cgcookie.com/courses/core-fundamentals-of-physics-in-blender

Stop hitting play and hoping — learn how Blender physics actually calculates collisions so your sims behave the way you want.

If your Blender physics experience is Quick Smoke plus crossed fingers, this course fixes that. You will work through rigid body, cloth, fluid, fire, and particles with real projects, so you actually understand what the solver is doing.

🎯 What you’ll learn

  • Set up stable rigid body sims with active vs passive bodies and correct collision shapes
  • Build and tune constraints including fixed, hinge, and generic spring rigs
  • Create jelly-like soft body motion and cloth with pin groups and self-collision
  • Set up fluid domains, flow objects, and smoke and fire with resolution control
  • Build particle systems including Boids flocking for crowds and swarms
  • Use dynamic paint with wave, displace, paint, and weight surfaces
  • Art-direct sims with all seven force fields, keyframes, and curve guides

✅ Requirements

  • Skills: Basic Blender navigation and understanding of objects and modifiers
  • Tools: Blender installed, 3-button mouse
  • Hardware: Multi-core CPU and 16GB RAM recommended for baking simulations

📝 Description

Most people treat physics like a button. Kenny starts by showing why that breaks: Blender does not know what a hit is until you give it rigid bodies, collision shapes, and a solver to work with. You will learn active vs passive, why convex hull falls different than mesh, and how to pick settings that stay stable instead of jittering through the floor.

Then it gets hands-on. You will make jelly cubes with soft body settings, get cloth to hang right with pin groups and self-collision, and stop the classic exploding-cape problem. It is all small, testable setups — change one value, rebake, see what happens. That is how you build intuition fast.

Fluids and smoke are next. You will set up fluid domains and flow objects, bake smoke and fire at low res first, then crank resolution for the final look. Same idea for particle systems and Boids: start simple, then push it into fireworks and flocking. Dynamic paint and force fields close the loop, so you can leave trails, push particles along curves, and spin up a tornado without keyframing everything by hand.

Last part is the one you will rewatch. Kenny covers the stuff that actually kills sims — overlapping geometry, unapplied scale, cache folders pointed at the wrong place. Short fixes, plain talk, no theory dump.

🧑‍🎓 Who this course is for

  • Blender artists who have only used the quick effects menu and want to know what is under it
  • Anyone whose cloth sim exploded once and never touched physics again
  • 3D generalists who want fire, fluid, and rigid body sims for their own shots

🧑‍🏫 About the Author

Kenny Phases is a 3D artist, graphic designer, and self-described expert brainstormer. He started teaching at Code Ninjas and now focuses on Blender, 3D design, and cinema-style physics instruction. His thing is breaking technical solvers into plain, project-based lessons you can reuse right away.

🏁 Final Result

  • A set of finished simulation shots including a Rube Goldberg machine, Galton board, waving flag, volcanic eruption, fireworks display, and tornado — ready to cut into a reel or reuse in your own scenes.
Curriculum

📋 Course content

  1. Module 1:  Rigid Body Physics
    • Active vs Passive Bodies and How Collisions Are Calculated
    • Collision Shapes: Convex Hull vs Mesh
    • All Eight Constraint Types Explained
    • Generic Spring Rig Setup
    • Project: Rube Goldberg Machine
    • Project: Galton Board
  2. Module 2:  Soft Body Physics
    • Soft Body Settings for Jelly Cubes
    • Stiffness, Damping, and Goal Weights
    • Collisions and Self-Collision for Soft Bodies
  3. Module 3:  Cloth Physics
    • Cloth Settings, Pin Groups, and Sewing
    • Self-Collision That Does Not Explode
    • Project: Flag in the Wind
  4. Module 4:  Fluid, Smoke, Fire Physics
    • Domains, Flow Objects, and Effectors
    • Baking Fluids at Increasing Resolution
    • Smoke and Fire Shading and Behavior
    • Project: Volcanic Eruption
  5. Module 5:  Particle Systems
    • Emitter Setup, Lifetime, and Velocity
    • Boids Flocking Behavior
    • Project: Fireworks Display
  6. Module 6:  Dynamic Paint
    • Canvas and Brush Setup
    • Wave, Displace, Paint, and Weight Surfaces
    • Practical Uses in Shots
  7. Module 7:  Force Fields
    • All Seven Force Fields Explained
    • Keyframing Strength and Falloff
    • Applying Forces to Curves and Particles
    • Project: Tornado
  8. Module 8:  Tips, Tricks, & Troubleshooting
    • Overlapping Geometry and Unapplied Modifiers
    • Cache Folders, Baking, and Overwrites
    • Scale, Substeps, and Solver Stability Fixes
  9. Module 9:  Bonus: Youtube Live Streams
    • Livestream Recording 1: Extra Rigid Body Effects
    • Livestream Recording 2: Extra Cloth and Soft Body Effects
    • Livestream Recording 3: Extra Fluid Effects
    • Livestream Recording 4: Extra Smoke and Fire Effects
    • Livestream Recording 5: Extra Particles and Dynamic Paint
    • Livestream Recording 6: Extra Force Field Setups
  10. Module 10:  Conclusion
    • Course Recap and Where to Use Each Solver
    • Next Steps for Your Own Shots
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CORE – Fundamentals of Physics in Blender by Kenny Phases
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