FREE Training: How to Setup Physics in TouchDesigner
Want to create TouchDesigner installations with objects that interact with each other, human participants, and physical reality? How about 3D scenes with objects that respond to natural forces?
Whether you’re interested in the above or are just tired of your TouchDesigner projects looking like a video game from the early 90s, the answer is Physics.
Physics is the key to unlocking a new level of realism and natural interactions in your TouchDesigner installations. Put plainly, it’s what puts the “interactive” in interactive and immersive media.
But getting physics right in TouchDesigner is an uphill battle. First, you need to understand basic physics theory and terminology. Then, you need to learn how physics workflows operate in TouchDesigner and how you can leverage them in your installations.
Lucky for you, I teach both of these in my latest free training, How To Setup Physics in TouchDesigner.
Over the course of this over-the-shoulder training video, you’ll get:
- An introduction to the language of physics. From collision shapes to kinematics states, you’ll learn the words, definitions, math and best-practices necessary to leverage physics in your TouchDesigner work.
- Intro to Bullet Solver COMP: This is the component of the workload that solves all physics simulation data and interacts with actors and forces. I show you how it operates, how to set it up and structure your workflow in such a way that you can get started with physics in TouchDesigner immediately.
- Intro to Actor COMP: Actor COMP deals specifically with how actors and objects interact in the physics simulation. You’ll learn how actors interact based on kinematic states, how actors and objects are structured inside Bullet Solver COMP, and how to take regular SOPs into the simulation by proxy of Actor COMP.