Add Active Rigid Body Physics to your cubes.
(I created the cubes with 3 array modifiers applied, then separated By Loose Parts, and finally moved the origins to the geometry.)
Add a force field in the middle of the stack of the cubes.
Increase the strength of the force field.
Press play or AltA and watch the explosion.
Quick gif showing the whole process.
Cloth Sewings springs
I would add a sewing edge to each corner of the surface and set its ending point to a pinning group.
From the linked page of the manual:
...Sewing springs are virtual springs that pull vertices in one part of a cloth mesh toward vertices in another part of the cloth mesh.
Extrude the corner vertices and assign the edge and the ...
Simulations which include moments of inertia (https://en.wikipedia.org/wiki/Moment_of_inertia) and off-center forces can be created by combining objects though rigid-constraints, and applying forces through empties near each object. This animation shows the results that can be obtained. This simulates an object in space, without gravity, affected by forces ...
Simulating actual airflow and pressure would require complicated fluid dynamics simulation - but you could simulate the effect using Soft Body physics.
Create you mesh and add Soft Body in the Physics properties.
Select the vertices that you want to tie to a fixed point (eg, the ground) and assign them to a new Vertex Group. This will be used to pin them ...
Assuming that you are indeed referring to the magnetic toys and not the carbon nanomaterial, then you have a couple of different options.
Technically, you could model the magnetic attraction between all of the individual balls by using Blender's Force Field physics. You can enable this physics simulation in the Properties> Physics menu. However, this would ...
This appears to be similar to the behavior described.
In this scene, the wood and metal cubes are affected by gravity, but only the metal cubes are attracted to the red cylinder.
In Blender 2.76, this can be accomplished using soft bodies instead of rigid bodies.
How to create this scene in Blender 2.76
Start with a new scene.
Add a plane, scale it.
Physics and simulations generally only affect mesh or particle objects, you often have to convert your curves to a mesh.
If you are using the builtin Blender tree generator Sapling Addon it even has an option to create an animated armature with wind animation, but even then, has far as I know you will have to convert it to mesh to work.
You may keep a copy ...
The force field in the scene is being affected by a high dampening due to the simulation of gravity introduced by the Falloff settings you are using. The wind is now acting as if it was dragged down by a strong force that is currently erasing its influence on the smoke.
If it is suitable for your project, my suggestion would be to simply come ...
You can set the Effector Group to limit the force fields which can affect a given particle system:
Add an empty (or really anything that's not a force field)
With the empty selected, create a group (⎈ CtrlG)
Specify this group as the Effector group for the systems which you do not want to be affected by any force fields:
Optionally delete the empty.
Things like fire etc. I loop in post-production, turns out to be the easiest way and fastest. Just render a bigger chunk of the animation, split it in half and switch the halves. The ends are now seamless but in middle is a discontinuity. Overlap those two parts and blend them with opacity and by pixel-warping if needed (visible edges should be pixel-warped)....
The only possible way as of 2.77a is to write your own engine for magnetism in python. The hint how to do that as an addon is here:
Create custom physics for an object with python
Explanation why it is not possible:
A Force field cannot be a Rigid body actor, so they are only passive in the scene and cannot move by themselves. Force fields do not act on ...
In each instance the cause of growing file size may be different.
Common causes include:
Groups of objectsCause: Objects in a group might not exist in any scene.Solution: Check groups in the outliner, if you want you can add an empty scene and RMB in the outliner to instantiate all group objects in the scene to check all the objects you have in groups.
Various data that is generated for things like simulations will use random numbers to get their results. In reality, we don't get true random numbers, we get pseudorandom numbers, which is a reproducible way of generating a sequence of numbers that resemble random numbers, with the random seed "defining" the sequence of numbers we get.
For simulations this ...
I hope it's not too late for this answer, I just found out how to do it. In the properties of your particle system, at the Field Weights tab, there's an option named Effector Collection, select the collection where your force fields are and that's it.
You can achieve this by using a Soft Body Lattice to automatically deform your mesh and react to the physics. The advantage of this over making the whole mesh a Soft Body is that each tendril can be given its own soft body settings (so some could be stiffer or heavier than others) and also your actual mesh geometry will not affect the simulation (making it ...
I just tried out this, and it worked "ok":
I just created a cylinder with soft body and some subdivisions.
I created a torus as rigid body -> animated.
Then i just animated the scale of the torus.
and here i tried pretty much the same as above (don't forget the collision modifier for the rigid body) ...
A force field is a vector field, meaning at every point in space it defines a vector based on some vector-valued function. In the case of a force field, the vectors represent forces pushing the particles around. In other words, at each frame the force field exerts a force on every particle dependant on the particle's position.
What differs between the ...
More detail can be found here.
The seed input determines the noise pattern of the force. This makes the force uneven and more realistic, especially useful for wind simulations, but also when dealing with gravity, magnetism, etc. This is a random number, and the seed input is calculated into the noise result. An example is the seed you can type in when you ...
This is pretty easy solution surprisingly. Only thing you need to do is keyframing Cloth > Speed > Multiplier value.
Slow down speed is exaggerated in this example just to be more
visible. For slowing down by 15% use values 0.75 instead of 0.1.
Set frame to 1 and press I hovering mouse cursor over Multiplier value 1 to set ...
I believe I found the path to start this sort of simulation/animation. I'm still working on it a bit.
If you want to create an object that has the appeal of attractive and repulsive forces, it seems that adding a 'force field' within the physics tab of the object does not result in the desired motion. I've found that if you have an object AND a force field ...
You are looking for applyImpulse.
applyImpulse(point, impulse, local=False)
Applies an impulse to the game object.
This will apply the specified impulse to the game object at the specified point. If point != position, applyImpulse will also change the object’s angular momentum. Otherwise, only linear momentum will change.
If you actually want to simulate the magnetic forces, you could use a Force or Magnetic force field with rigid body simulation.
you would need to use force field empties parented to the rigid bodies, as it seems force field objects are not effected by other force fields..
also particles with a self effecting force could work, or also with a magnetic force ...
If you set up a particle system that works, you can use metaballs as the object it emits, so it looks like it's one smooth "fluid". Metaballs will merge together into one smooth shape. The result isn't perfect, but it's decent:
The size of the leaves is too small that is what causing the leaves to not respond to the wind force to solve this :
scale up all the objects involved in the simulation
move the emitter further from the ground to give the leafs space to fall
increase the size of the particles in the physics panel :
here is the result :
The mesh is actually responding to the wind, but it takes a value of 20k force to make it respond as desired. The flag has a much larger distance to be suspended by the force of the wind so it takes a much greater force. The sails are suspended so they respond much more readily.
Try reducing the mass of the flag so that it doesn't take as much force.
The original Blend file is no longer available so I've made some assumptions about the desired goal. Here's my result :
This uses a similar technique as that described in Create Seamlessly Looping Animated Displacements and Creating looping cloth animation for sprite to generate the cyclic motion rather than using a cloth simulation. This allows you to ...