Tutorial 56: Introduction to Forge Dynamics
This is a first video in the Forge Dynamics series. In this one, I’m covering all the main basics:
- Setting up your Forge Scene
- Ground Mode and potential problems
- Using different type of Bodies inside Forge Dynamics
- How small changes in Body properties can affect overall scene (Gravity Scale, Bounciness and so on)
In the future videos, I will try to explain more complex concepts, such as Forces etc.
Where to start?
Here are the steps to avoid problems when dealing with Forge Dynamics:
- Read official documentation
- Follow step 1
- Start one body at a time
- Change one setting at a time
- Cache your simulation
Cavalry Developers are actively working on improving various systems, including Forge Dynamics. In 2.6 version, we had a number of improvements, for example a Vortex Force. When you are starting working with simulations, check the docs. You can find all the up to date information on what properties are doing, any limitations and more.
Body Types
In the tutorial, we covered 2 Body Types – Still and Dynamic. And 3 Collision Shapes. It’s important to know, which body does what. And which collision shape is useful in certain situations. For example, if you want to have obstacles in your scene – use Still Body Type. If you want to optimise your scene – use simple Collision Shapes.
Chain and Chain Reversed are Collision Shapes that are meant to be used in an Open Paths type of setting. They “tell” Forge Dynamics that shape has an open path and use path itself as a collision shape. This is useful, if you want to have a Custom Ground Shape or create your own container for your simulation. For example, a box with all the shapes inside it.
Small Changes = Big Results
Body Settings, such as Bounce or Gravity Scale should be treated as force multipliers. Gravity Scale of 1 = “default gravity force. Gravity Scale of 2, means “double the force” and so on. Same goes with Bounce and Friction. Below you can see a number of examples, where I change 1 or 2 settings and I managed to get completely different simulation.
In more complex scenes, this is even more important. For example, it may result in bodies escaping your container. Or being “too dominant” and other forces won’t really have an affect on it. For example, if your Density is really high, then other shapes may not be able to move your body around and so on.
As a baseline, start with one setting at a time to get a “feel” for what it does to your objects. Change them one at a time and small amounts at a time. If it creates “chaos”, then halve the value. For example, Bounce from 3, to 1.5 and so on.
This project file contains all the assets necessary to make animation in the tutorial in final form. Everything is labeled, linked, with expressions and ready to use, if you wish to make your own version or just play around with it.
If you have any suggestions for tutorials or how I can improve, please do get in touch. I would love to hear from you.




