Fluids, Soft Bodies, nParticles, and nCloth all have fields that can be used to animate their motion. For instance, you can produce whirling motion by connecting a vortex field to emitted nParticles.
A goal is an object that particles travel towards or follow. Goals can be used to give trailing particles a flowing motion that is difficult to achieve with other animation methods. The trailing particles move as if springs connect them to the destination. Soft bodies are considered particles in the perspective of aims.
To imitate natural forces, dynamic animation employs physics laws. You define the actions you want the item to perform, then leave it to the software to figure out how to animate it. Traditional keyframe animation makes it difficult to recreate realistic motion with dynamic animation.
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