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.
From collision shapes to kinematics states, you’ll learn the words, definitions, math and best-practices necessary to leverage physics in your TouchDesigner work.
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.
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.